________________________________________________
|Advance Wars 2                                 |
|For the Game Boy Advance                       |
|Design Mode FAQ                                |
|By ZenTheOutcast23 ([email protected]) |
|Last Updated: September 18, 2003               |
|Version 3.2                                    |
|_______________________________________________|



                       - = A D V A N C E  W A R S = -

                                 - = 2 = -

                             Design Mode Guide



=============================I. Table of Contents============================

I. Table of Contents
II. Revision History
III. Introduction
IV. Orientation
 IV-a. Requirements
 IV-b. Terrain Types
 IV-c. Units
V.Tips & Strategies
VI. Maps
 Vi-a. Vs. Maps
 VI-b. 3-Player Maps
 VI-c. 4-Player Maps
 VI-d. Pre-Deployed Maps
 VI-e. Submitting Your Maps
VII. FAQ
VIII. Copyright Info
IX. Credits & Contact Info

=============================II. Revision History===========================


  v.1  May 15, 2003 - Completed the initial version of the guide. Updates
                      later for sure. Hopefully I'll get some submissions
                      too.

  v.1.1 May 21, 2003 - Reformatted the guide, with the help of my good
                                       friend, Meowthnum1.

  v.1.2 May 24, 2003 - Added new maps- Island Strike and Chess Game, both by
                                       yours truly, corrected some spelling and grammatical
errors.

  V.2.4 July 22, 2003 - Whew, big changes. First of all, I added some Advance
                                                Wars 2 maps making this an Advance Wars 2 Guide! I
                        also added a map from JapaneseCowsRule, my first
                        successfully submitted map!

  v.2.8 August 8, 2003 - Well, I got a whole truckload of maps from people so
                                                 now my guide has finally turned into what I
                                                 always dreamed it would be.

  v.2.95 August 23, 2003 - Added a few maps, not much.

  v.3.2 January 06, 2003 - This update has been a long time coming. Added
quite a few new maps.
                           a few from me, a few from others. And I added a
little something to the                                  "submit your maps
section." Also moved the revision history to
                           the top. (NOTE: I apologize to anyone who recently sent me a map that
wasn't                             posted, I am currently having problems with
my hotmail account but I will                                try to fix it
soon.)

===============================III. Introduction==============================


   Hello, and welcome to my Advance Wars 2 Design Mode guide. In this guide,
I intend not only to orient you with the design mode of Advance Wars or show
you strategies, I will actually present ASCII Maps which you can copy into the
design mode in your Advance Wars Game and play them for yourself! I hope you
enjoy this guide and find it helpful and resourceful.
NOTE: This is an existing FAQ for Advance Wars to which elements from
     Advance Wars 2 have been added.

===============================IV. Orientation==============================


   The design mode in Advance Wars is powerful and versitile. With it you can
create quality maps, sometimes better than the ones provided to you in the
battle maps shop. But, however, in order to make enjoyable maps, you must
learn to use it. Yes, I realize the Design Mode is simple and easy to learn,
just by trying different things and learning-by-doing, but this just wouldn't
be a Design Mode guide without a section devoted to using it.


                            ~IV-a. Requirements~


 You won't be able to play your maps unless you meet a few simple
requirements, so first things first.

   1. Each map must have at least 2 seperately owned HQs.

   2. Each player with units on the map must have a corresponding HQ.

   3. Each map may have no more than 60 properties

   4. Each player may have no more than 50 units
      (This applies even when you're playing the map!)


   Now, with that out of the way, onto the Terrain types and unit placement.

                           ~IV-b. Terrain Types~


      There are several terrain types in Advance Wars, each with its own
    properties and characteristics. Here I will give a brief explanation of
    each.The summaries will look like this.


    Terrain Name
    Defense: How much damage protection units gain while on this terrain, 1-5
             (in *s)
    Movement Cost: How much movement each unit type must spend to cross this
                   terrain under normal weather. (If a unit type isn't
                   listed, it can't cross that terrain.)
    Special Characteristics: Whether or not this terrain type has any special
                             conditions.

    Now the Terrain...

    Plains
    Defense: *
    Movement Cost: Inftry-1, Mech-1, Tires-2, Tread-1, Air-1
    Special Characteristics: None

    Road
    Defense: None
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: Movement costs arent affected as much by rain or
                             snow.

    Forest
    Defense: **
    Movement Cost: Inftry-1, Mech-1, Tires-3, Tread-2, Air-1
    Special Characteristics: In fog of war, units in forests can only be
                             seen by units in a square directly adjacent to
                             it.

    Mountain
    Defense: ****
    Movement Cost: Inftry-2, Mech-1, Air-1
    Special Characteristics: Infantry or mech units on top of mountains gain
                             extended vision in fog of war.

    River
    Defense: None
    Movement Cost: Inftry-2, Mech-1, Air-1
    Special Characteristics: None

    Sea
    Defense: None
    Movement Cost: Ships-1, Trans-1, Air-1
    Special Characteristics: None

    Reef
    Defense: *
    Movement Cost: Ships-2, Trans-2, Air-1
    Special Characteristics: In fog of war, units in reefs can only be seen
                                                      by units in a square
directly adjacent to it.

    Shoal
    Defense: None
    Movement Cost: Inftry-1, Mech-1, Tires-1, Treads-1, Trans-1, Air-1
    Special Characteristics: Landers can be loaded or unloaded on shoals.

    HQ
    Defense: ****
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: Repairs and supplies ground units ordered to
                                                      wait on it. Provides
preset amount of funds per
                             property per turn to player controlling it (does
                             not apply to pre deployed maps). If an enemy unit
                             captures a player's HQ, that player loses, and
                             all of his or her properties go to the captor.

    City
    Defense: ***
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: Repairs and supplies ground units ordered
                             to wait on it. Provides preset amount of funds
                             per property per turn to player controlling it
                             (does not apply to pre-deployed maps).

    Base
    Defense: ***
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: Repairs and supplies ground units ordered to
                                                      wait on it. Provides
preset amount of funds per
                             property per turn to player controlling it. Can
                             deploy ground units.

    Airport
    Defense: ***
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: Repairs and supplies air units ordered to wait
                                                      on it. Provides preset
amount of funds per
 property per turn to player controlling it. Can
                          deploy air units.

    Seaport
    Defense: ***
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Ships-1, Trans-1,
                   Air-1
    Special Characteristics: Repairs and supplies sea units ordered to wait
                                                      on it. Provides preset
amount of funds per
 property per turn to player controlling it. Can
                          deploy sea units. Landers can be loaded or
                                                   unloaded on Seaports.

    Pipe
    Defense: N/A
    Movement Cost: N/A
    Special Characteristics: No unit can move over or through a pipe.

    Seam
    Defense: 99 hp.
    Movement Cost: N/A
    Special Characteristics: No unit can move over or through a seam
                                                      unless it is destroyed.
Once a seam is dealt 99
points of damage, it is destroyed and replaced
                         plains square. Seams cannot be damaged by
                                                  Silos.

    Silo
    Defense: ***
    Movement Cost: Inftry-1, Mech-1, Tires-1, Tread-1, Air-1
    Special Characteristics: If an infantry or Mech unit moves on top of an
                                                      unused silo, a new,
"launch" command is shown.
    Missles can be fired at any location on the map
                             even locations hidden by fog of war. Any unit
                                                      within two squares of
the targeted space is
  Damaged by 3 hp. Silos can damage your own
                           units.Silos cannot destroy units. Silos can only
                                                    be used once.


    Whew, Now onto units...

                                ~IV-c. Units~


    Okay, not much to say about units; You obviously cant place ground units
in the sea or vice-versa. If you only place units and no production properties,
the map is classified as a Pre-Deployed map meaning, that there will be no
concept of money and once you lose units, theyre gone. Remember the 50 unit per
player rule and try not to go crazy with units, it makes the map less fun.

=============================V.Tips & Strategies============================


   I expect this to be a pretty short section. I'm just gonna lay down a few
tips you might want to use in some of your maps. Use them if you want.  If not,
meh.

   - Try placing bases and cities on secluded islands and starting out with
     nothing but a few ground units and some landers.

   - Make a thick section of mountains and fill the spaces between the
     mountains with forests to create a sneaky mountain pass.

   - Try to evenly spread out the properties. Giving yourself an unfair
     advantage sucks the fun out of the map.

   - Spread out the HQs for a longer game, place them closer together for a
     shorter game.

   - Divide the map with a river or mountain range and place an equal amount
     of properties on either side. Set the rules to end the game after any
     player captures one more property than their side has for a do-or-die
     capture map.

   - Try making a D-day type map with a horde of ground units invading a
     mainland from tiny islands via landers.

   - Pitting three small forces against one large one makes for an
     interesting battle with/against your friends.

   - More later, Maybe.

====================================VI. Maps==================================

   Here I will put up some of my maps. But first, heres the legend;

   #=Plains, (=)=Road, (-)=Bridge ^=Mountain, %=Forest, I=River, ~=Sea,
   $=Reef, 0=Shoal, Q=HQ, C=City, B=Base, A=Airport, S=Seaport, &=Silo,
   @=Pipe, :=Seam

   Okay, in some cases, I'll need to display the units with ASCII.
   I=Infantry, M=Mech, R=Recon, T=Tank, D=Md. Tank, N=Neotank, A=APC,
   a=Artillery, r=Rockets, n=Anti-Air, m=Missles, F=Fighter, B=Bomber,
   b=B-Cptr, t=T-cptr, l=Battleship, C=Cruiser, d=Lander, S=Sub X=Blank.


                                 ~VS. Maps~
 Wood Pass

   ^^%%%%%%%%%%%%%%%^%%%%%C%^%^%^
   C%%%^C%^%^%%^%^^%%%%%%^^%^%%B%
   QC==%^%%%%^C%^^B%%^^%^%%%%%^%%
   C%%=====^%%^^%%%^%%C^%%^^%^^%^
   %%%=%%^==%%%%%%^C^%^%%^%%%%%^%
   %%%=^^C%=%%===%%%%%%%%%%%C%%%%
   ^%%===^%====^====%^%====%%%^%%
   %^%%%====%^C^%^%=%C^=%%=====%%
   %%%%%=^%==%^======^==C^=%^%=%%
   %^C%%=^%%====%^B%===%^%==%^==C
   %%^%%=%^C^^=%^A^%^%%%^^%=C^%==
   %^%%%==%^%%=^%^%C%^B^C%%=^%%^=
   %%%^%%=%====%%^%^%B^%%%==%^^%=
   %%^%^%=%=%%=======%^%%%=%^C%%=
   %^%%%%===%^%^%%%%=%%C===^%%===
   %^C^%%^%%%C^%%%^%=====%%%^%=%%
   %%^%%^%%%^^^C^%^%%%%%=%%^===%^
   %^%^%%^^%%%B^%%%%^%^^=%%%=%^%C
   %B^^^%^%^^%%%%^%^^^C%=======CQ
   ^%%%%C%%%%^^^%%%%%%%%%%%=%^%%C
                                  BY: Kyle (Author)

   NOTES: Move your people through the forests to hide them and capture
          as many buildings as you can. Sturm, Grit and Kanbei work
          exceptionally well.

   Properties: Each player controls the three cities surrounding their
               HQ.  All other properties are neutral.

   Units: Whew long list...Each player controls:

   4 infantry, 4 mechs, 3 tanks, 3 anti-air, 2 recons,
   2 md-tanks, 2 APCs, 2 artillery, 2 fighters, 2 bombers, 2 b-copters,
   1 rocket, 1 missle, and 1 t-copter.

   Spread these units evenly around the area where their HQ is placed

 Opposing Sides

   %=C@@%%%%#%%%#==#%%%#%%%%@@C=%
   B=%::%AC%%%#%%==%%#%%%CA%::%=B
   %=C@@%C^^^^^^^==^^^^^^^C%@@C=%
   #=%@@%%^^^^^^^==^^^^^^^%%@@%=#
   %=#@@#%^^%#%#%==%#%#%^^%#@@#=%
   #=%@@%%^^#B========B#^^%%@@%=#
   %=#@@%#^^%=^^^==^^^=%^^#%@@#=%
   #=%@@%%^^#=^^%==%^^=#^^%%@@%=#
   B=#@@#%^^%=^%A==A%^=%^^%#@@#=B
   QB============CC============BQ
   CB============CC============BC
   B=#@@#%^^%=^%A==A%^=%^^%#@@#=B
   #=%@@%%^^#=^^%==%^^=#^^%%@@%=#
   %=#@@%#^^%=^^^==^^^=%^^#%@@#=%
   #=%@@%%^^#B========B#^^%%@@%=#
   %=#@@#%^^%#%#%==%#%#%^^%#@@#=%
   #=%@@%%^^^^^^^==^^^^^^^%%@@%=#
   %=C@@%C^^^^^^^==^^^^^^^C%@@C=%
   B=%::%AC%%%#%%==%%#%%%CA%::%=B
   %=C@@%%%%#%%%#==#%%%#%%%%@@C=%
                                  BY: Kyle (Author)

   NOTES: What can I say? The center is pivotal. Get. There. First.

   Properties: Each player starts out with their HQ, along with the city and
                                        four bases surrounding it.

   Units: None.

 Isle-Chain

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
   ~~~~~0:&&@-----------@&&:0~~~~
   ~~~~~0@&&:-----------:&&@0~~~~
   ~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
   ~~~~~~~~~~~~~~~S~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~B=C~~~~~~~~~~~~~
   ~~0~0~~C%B%C~~~-~~~C%B%C~~0~0
   ~~CSB0~%~%~%~~===~~%~%~%~0BSC~
   ~~QC=--=====--=A=--=====--=Q0~
   ~~CSB0~%~%~%~~===~~%~%~%~0BSC~
   ~~0~0~~C%B%C~~~-~~~C%B%C~~0~0
   ~~~~~~~~~~~~~~C=B~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~S~~~~~~~~~~~~~~
   ~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
   ~~~~~0@&&:-----------:&&@0~~~~
   ~~~~~0:&&@-----------@&&:0~~~~
   ~~~~~0@@@@~~~~~~~~~~~@@@@0~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  BY: Kyle (Author)

   NOTES: Attack your enemy through the middle and try to get that airport.
          While they're distracted, move a Neotank and two Infantry to one of
          the silo islands and bombard their troops with missles.

  Properties: Each player gets all the properties on their starting island.

  Units: None.

 Civil War!

   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^~~
   ^^^^^^^^^^^^^^^^^^^^^^^^^^^~~~
   ^^^^^^^^^^^^^^^^^^^^^^^^^^~~~~
   ~^^^^^^^^^^^^^^^^^^^^^^^^^~C#~
   ~~^^^^^^^^^^^^^^^^^^^^^^^^~C~~
   ~~##CC#%####^##B####I####^##~~
   ~O########C^====#%#IIC#^^C#O~~
   ~O###%%%#^^#=##=C#II#C#^BBCO~~
   ~OQBB##%=====##=##I%%=====BO~~
   ~O===CC%=^%##%#==%II#=##^=BO~~
   ~OBB=%===^B###C#===-==#CC==O~~
   $O##===OO#^##A#####IB%#%^CQO~$
   ~~~##CCOOC#####%%B%==###^A#O~~
   $~~~#A####^B#C%#####I##^##O~~~
   ~~~~^^^^^^#####~~~~~~~~~~%#~~~
   ~~~~^^^^^^###~~~~~~~~~~~~~##~~
   ~~~~^^^^^^^^#~~~~~~~~~~~~~~~~~
   ~~~~^~^^^^^^^~~~~$~~~~~~~~~~~~
   ~$~~^~^^^^^^^~~~~~~~~~~~~~~~$~
   ~~~~~~^^^^^^^^~~~$~~~~~~~~~~~~
                                  By: OutlawStar633

      NOTES: Yeah i know that the real American Civil War was between the
             north and the south so dont go yelling at me about it. East and
             west makes a much more interesting map. The Reefs that i added
             in dont really matter i just put them there because the map
             looked a little too empty on some parts. This map is great for
             massive destruction during each turn. Enjoy!

     Properties: Orange Star's HQ is located the west coast and Blue Moon is
                 on the east. Or use what ever two colors you feel like it
                 doesnt matter.

   Orange Star property locations:
       HQ (3,9)
       B (4,9)
       B (5,9)
       B (3,11)
       B (4,11)
       C (6,10)
       C (7,10)

   Blue Moon Property locations:
       HQ  (27,12)
       B   (27,10)
       B   (27,9)
       B   (26,8)
       B   (25,8)
       C   (27,8)
       C   (25,11)
       C   (26,12)
   All remaining are neutral (duh)

   Units: None

 Dreadlock

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~Q=C#^%%~~==========~~~~~~~~~
   ~C==B^~~^~%C=CAAB~~~A~~~~~~~~~
   ~B~=B%#~%~#^=#~##^#C~~~~~~~~~~
   ~~~=C#^~^~#^=^~~^^^~~~~~~~~~~~
   ~~#=^##~%~^^=#~~~##~~~~~~~~~~~
   ~~#=&^~~#~~~=^~~~#C~~~~~~~~~~~
   ~~C=#%~~B~~~=====%^##~~~~~~~~~
   ~~C=%%^^=---=%^#==B^%~~~~~~~~~
   ~~#======~~~~^C#^====~~~~~~~~~
   ~~#C%^=##~~~~####%&^=~~~~~~~~~
   ~~~#^^=%#^~~~~##^%BC=~~~~~~~~~
   ~~###C=#C#B~~~~~~C%%=~~~~~~~~~
   ~~=========~~~~~~BB==~~~~~~~~~
   ~~~A~~~AA#~~~~~~~~C=Q~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  By: JPagano2

   Properties:
       Rows 1-5 are sea
       Row 6, the HQ and the leftmost city belong to OS.
       Row 7, the leftmost city and HQ belong to OS. The next two cities from
       the left are neutral. The two airports next to those
       are neutral, and the base next to those is neutral. The
       rightmost airport belongs to BM.
       Row 8, the leftmost two bases belong to OS. The rightmost city belongs
       to BM.
       Row 9, the leftmost city belongs to OS
       Row 10, no properties.
       Row 11, there is a silo on the OS side and the rightmost city belongs
       to BM.
       Row 12, leftmost city belongs to OS, and the base to the right of it
       is neutral.
       Row 13, leftmost city belongs to OS, and the rightmost base is
       neutral.
       Row 14, the city is neutral(On BM side)
       Row 15, leftmost city is neutral and there is a silo on the BM side.
       Row 16, the base and city belong to BM,
       Row 17, the two leftmost cities and the leftmost base are neutral. The
       rightmost city is BM's.
       Row 18, the two bases belong to BM
       Row 19, the leftmost airport belongs to OS. The next two airports
       (Going right) are neutral. The rightmost city and HQ belong to
       BM.
       Row 20 is sea.

   Units:
       Orange Star is on the left, Blue Moon on the right.

   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x I x x I x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x I x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x r x x M x I x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x M x r x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x I x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x I x x I x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x I x x x x x x x x x x x x x x x x x x x x
   x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x

   Note: The lowest infantry (10, 19) and the rightmost rocket (13, 12) mark
         the OS/BM border.


 Islets IV

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~%S^%%~~~~~~%%^~~
   ~~QC~%#~~~~~~##%%C##II%##%C%A~
   ~~C=B#%^~~~~~I~^C%~~~~~~~&%%%~
   ~~%====^~~~~~I~~%%~~~~~~~I~%~~
   ~~##%B=~~~~%#%~~~~~~~#C%~I~~~~
   ~~~%^~=---===^B~~~~~%%%#%#~~~~
   ~~~~~~~~~~%#==%~~~~~#C%#%%^~~~
   ~~~~~~~~~~#%%=~~~~~#%#^%##S~~~
   ~~~#%C^~~~I~B=--=~~I~~~~%%~~~~
   ~~%%S%#%~~I~~~~~=%~I~~~~~~~~~~
   ~~~~~#%%C%%~~~~%==#%~~~~~~~~~~
   ~~~~~~I~~~~~~~%#B=%B~~~~~~~~~~
   ~~~~~%I%~~~~~~~~^=%~~~~~~~~~~~
   ~~~~A#%#&~~~~~~~~==---===~%~~~
   ~~~^%%#%%~~~%%^~~I~~~~~B=%%^~~
   ~~~~^%#C~~~%#C~~~I~~~^^%=B%C~~
   ~~~~~~%%#IIC%#%#%%~~~~~^===CQ~
   ~~~~~~~~~~~~%^%S~~~~~~~~#%^~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  By: Kyle (Author)

   NOTES: That's right, those are rivers, if you fill the map with sea, be
          sure to trace over the river bridges with plains first. Now, this
          whole map is as balanced as I could make it. I tried to make the
          properties accessable in the same amount of turns for both sides.
          As you can probly tell by the name, this is the fourth in my islets
          series, all of which were either not good enough to make the guide,
          or simply before the guide's time.

  Properties: Each player controls all the properties on their starting
              island except for the base furthest away from their HQ.

  Units: None.

                               ~3-Player Maps~

 Mountainous

   ^^^^^^^^^^^#Q=C^^^^^^^^^^^^^^^
   ^^^^^^^^^=======^^^%~~~~CA^^^^
   ^^^^^^^^==%B^B%=##%%%~~~~CB^^^
   ^^^^^C===#%^^^%==^^^%%%~~%%^^^
   ^^^^^^=#%##^^^%B==^^^^%%%%^^^^
   ^^^^^^=#%^^^^^^%#==^^^^^^^^^^^
   ^^^^^==%^^^^^^^%%#==%%%^^^^^^^
   ^%^^==%B^^B%%%^^^%C===%%%^^^^^
   %%===C%%^^%~~%%%^^%##====^^^^^
   #C=%%%^%%%%~~~~A%^^%%%%#=B^^^^
   %==%%^^^^C%A~~~~%C%%^%%#=#^%^^
   %=B%^^^^^%%%%B~~%B^^^^%%==##%^
   %=^^^^^^^^%^^%C%%^^^^^^^%==###
   %=C%^^^^^^%^^^^^^^^^^^^^%#===#
   %=%%%%%%C%%%%%^^^^^^^^^^%%%B=Q
   #=#%%###====%%%%^%^^^^^^^%%%==
   #=###====^^==##%%%%^^^^^^^%B=C
   #=====^^B^^^====##%%^^^^^^===#
   B=B%^^^^^^^^C^^==##%B^^^===##%
   Q=C^^^^^^^^^^^^^=========###%%
                                  BY: Kyle (Author)

   NOTES: The center is important, try to get there first, then hide
          your units in the forests around the path to your HQ and ambush
          your enemies.

   Properties: Each player controls their HQ and the city and two bases
               closest to it. All other properties are neutral.

   Units: None.

Love Those Odds!

   ~~~~~~~~~~%%%~~~~~~0~~~~~~~~~~
   ~~~~~~~~%%%%%%%~~~0##B=B#~0~~~
   ~~$~~~$~%%%=%%%~~S==B=Q=B%%0~~
   ~~~~~$~~#%%=%%~~~~0A=====A=%0~
   ~~~~~~~~AC%=%^~~$~~0#A=A#^=%%%
   ~0~%%0~~~~%=A%~~~~~~%#=%#^==%%
   ~%%%C0~~~~S==S0~~$$~%^=%^%C=C%
   ~%%%%A~~~~~%^0~~~~~~^^=%%%C=C
   ~%%%%~~~~~~~0~~~~~~~~~======%%
   ~C%%CA~~~~~~~~~00A0~~~~%%%%=%%
   ~~~%~~~~~~~~~00%%==^~~~0~%B=A%
   ~~~~~~~~$~====^%C%=%%^~~~~===~
   ~~~~~%~%~~~C%======C^C^^~~~S~~
   ~~~~%%~%%~~~C=%%%%======^~~~~~
   ~~~S%%~%%S~~~=%%%%%%=C%=C~$~~$
   ~~~=%%~%%=~~~~0S00%%=CC=C~~$~~
   ~~0===-===0~$~~~~~00~0%=^B~~~~
   ~~B=A^~^A=B~~~$$$$~~~~S==0~~IA
   ~B===A~A===B~~~~~~~~~~~A0~~~IB
   ~~=Q=^^^=Q=~~~~~~~~~~~~~~~~~~~
                                  By:RabidRabbit

   Notes: Well this is a map I made for Advance Wars I, but I felt it was a
          good map none the less. It is your typical 2vs1 map with Orange
          Star in the upper  right hand corner and Green Earth with Blue Moon
          in the lower left on teams. However, Blue Moon and Green Earth start
          out right next to each on the same island. This is may may make
          things difficult because you then have to make sure you leave enough
          properties for your teamate while if you play with the computer it
          only cares about itself. The Island is basicly divided in two and
          turn befor Green Earth this way it's slightly further away from
          properties and as you might have guessed Green earth is to the
          right. If you think this map is alright I have another which is
          a Four-player map entitled Go-Team.

   PROPERTIES: The properties are divided simply enough with Orange Star
               owning everything on it's island and blue moon owning the two
               bases on the left side of the island and the seaport Green
               Earth owns the same on right side.

   Units: I've never been anygood at selecting and placing pre-deployed units
          so if you have any ideas use them.


 Savage Strait

   ==B=B#####%~~~~~#%%^^^&&&^^%%~
   ^Q===S~~~&#0~~~~00%%%^&&^^^%%~
   ^=B=BA##~00~~~$~~0%%%^^^%%%%0~
   ^==SACC#~~~~~~~~~~%%%B^%%%%%0~
   CC=~#C###0~~$~~~0%%S%%C%%%00~~
   CC=~~~~%%0~~~~00%%~~~%%%%%0~~~
   ===##0~00~~~$~%C%%~~~0%%%~~$~~
   CC##%0~~~~~$~~000%%~~~000~~~~~
   CC#%%0~~$~~~$$$$~C%0~~~~~~~~~~
   ~~~%#~~~~~~~0~$$~00~~$~~$~~~~~
   ~~~~~~~~~~~%%0~$$$~$~~~~~~~0=~
   ~~~~~~00~0S%0%000~$~~~~~0~%#=~
   ~$~~~0%#00%%~0%%C0~~~000#~#C=~
   ~~~~~0%%%%%0~~%%0~~~0####~#=C%
   ~~~00%%%%%0~~~~~~~$~~~~#~~%==%
   ~~%%%%%%%%%#0~~~~~~~0#~#~B#A=C
   %%%%^^^B%C%0~~~$~~~0==~#SCB==C
   %^^^^Q^%%%%#0~$~~~~==C~SCACB==
   ^^&&&&^%%%%#0~~~~00=CC==B=Q#C=
   ^^^&^^^^%%%~~~$~~%%===%%=====^

                                  By: Blade Beast

   NOTES: Navigate your ships through the rocky, shallow passage to reach the
          enemy. Control of the passage means swift victory! Explore and
          conquer the large islands, but beware of the savage tribes who guard
          the sacred fire-spewing mountains to the northeast and southwest.

   Properties: Northwest island is all Orange Star, except for the two groups
               of four cities south of the HQ. Southeast island is all Blue
Moon,
               except for the three westernmost cities and five easternmost
cities.
               All properties on the middle isles are neutral, except the HQ,
               which belongs to Green Earth.

   Units: (This is optional) Green Earth has some pre-deployed ‘savage’ units
          on the middle islands.

   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXTXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXRXXXXaXXXXX
   XXXXXXXXXXXXXXXXCXXXXXXTXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXRXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXRXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXRXXXXXXXXXXXXXX
   XXXXXXXXXXXXCXXXXXXXXXXXXXXXXX
   XXXXXXRXRXXXXXXXXXXXXXXXXXXXXX
   XXXXTXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXTXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXaXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

   Set Green Earth to a computer player. Flak is a good choice, because he has
   no unit-specific strengths or weaknesses, a CO power that doesn’t affect
   the battle outside of his own units, and, well, he seems like a savage guy.
   If you want conquering to be a bit harder, Kanbei is also good.




                               ~4-Player Maps~


 MountainMaze

   Q=========C^====B^===========Q
   =^^^^^=^^^^^=^^^^^=^^^^^=^=^=^
   ===============^%^=====^=^C^==
   =^^^^^^^^^=^^^=^=^^^=^=^=^^^=^
   =^=======^===^=====^=^B^==C^==
   =^=^^^^^=^=^=^=^^^=^=^^^=^=^=^
   =^%^==C^===^B^========C^%==^==
   =^^^=^^^^^=^^^^^=^^^^^^^^^^^=^
   ======B^%^===^A^=^%==^====B^=^
   ^^^^=^^^=^^^=^=^=^^^=^=^=^^^=^
   ==C^===^==B^===^=====^=^=^===^
   =^^^=^=^=^^^=^^^=^=^=^=^=^=^=^
   =^===^===^===^====A^===^===^==
   =^=^^^^^^^=^^^=^=^^^^^=^=^^^=^
   =====^======%^=^B^===^=^==C^=^
   =^^^=^=^^^^^^^=^^^=^=^=^^^^^=^
   ===^===^====A^%^%==^===^===^=^
   ^^=^^^^^=^^^^^^^^^^^^^^^=^=^=^
   =========================^===^
   Q^=^C^^^^^B^^^^^^^^^^^C^^^%^=Q
                                  BY: Kyle (Author)

   NOTES: Pretty simple, capture and destroy. Sneak to the computer's
          HQ, it's usually unguarded.

   Properties: Each player starts with 1 HQ each. All other properties
               are neutral.

   Units: Each player starts with 1 infantry, 2 mechs, 1 recon, 1 APC,
          and 1 T-copter deployed directly on top of and around the HQ.


Island Strike

   ~~~~~~~~~~~~~~~~~~~~~~~~^B=C=Q
   ~~~~~0^0~~~~~~~~~%^00~~~^=====
   ~~~~~%%%%^0^~~~~~0%^%~~0^C=B=C
   ~~~~~~0^^%B%~~~~~~0A%~~0======
   000~~~~~~~^~~~00~~~~^~~0%B=C=B
   %===S~~~~~~~~0%%0~~~~~~~S%=^^^
   ^=C==0~~~~~~~^%%^~~~~~~~~000~~
   ^===%0~~~~~~S%CC%S~~~~~~~~~~~~
   %=B==0~~~~0^%%AB%%^0~~~~~~00~~
   Q=%=^~~~~0%%CBQCAC%%0~~~~S%%A^
   C=%=^~~~~0%%CACCBC%%0~~~~S%%A^
   %=B==0~~~~0^%%BA%%^0~~~~~~00~~
   ^===%0~~~~~~S%CC%S~~~~~~~~~~~~
   ^=C==0~~~~~~~^%%^~~~~~~~~000~~
   %===S~~~~~~~~0%%0~~~~~~~S%=^^^
   000~~~~~~^~~~~00~~~0%~~0%B=C=B
   ~~~~~~~~^%%0~~~~~~B%^~~0======
   ~~~~~~~^%A%%~~~~~0%0~~~0^C=B=C
   ~~~~~~0%00%^~~~~~^0~~~~~^=====
   ~~~~~~~~~~0~~~~~~~~~~~~~^B=C=Q
                                  BY: Kyle (Author)

   NOTES: Possibly the greatest and most complex map Ive ever made,
          definitely one of my favorites. This map is made to be 3 against 1.
          Orange Star on the far left, Yellow Comet in the middle, Blue Moon
          in the top right, Green Earth in the bottom right. Obviously, Yellow
          Comet Vs. allied Orange, Blue, and Green. I highly advise setting
          the funds around 1000 or 1500 as you will still be getting alot of
          money, especially Yellow Comet.

   Properties: Orange Star controls the HQ, the city next to it, and the two
              bases closest to it's HQ. Yellow Comet controls all the
              properties on the center island, Blue Moon and Green Earth
              control their HQs and the Base and two cities closest to them.

   Units: Oh jeez. Orange Star - 2 infantry, 2 mechs, 2 recon, 2 tanks, 2 md
          tanks, 2 APCs, 2 artillery, 2 anti-air, 2 missles, 2 fighters, 2
          b-copters, 2 t-copters. Blue Moon/Green Earth - 2 infantry, 2
          recons, 2 tanks, 2 artillery, 2 anti-air, 2 missles, 2 fighters, 2
          t-copters, 1 mech, 1 md tank, 1 APC, 1 b-copter. Yellow Comet - 4
          APCs, 4 artillery, 4 anti-air, 4 fighters, 4 bombers, 4 t-copters, 4
          landers, 2 landers, 2 infantry, 2 mechs, 2 tanks, 2 b-ships, 2 subs,
          1 md tank, 1 rocket. Place these units in a symmetrical pattern,
          radiating from their corresponding HQ.

WW2 Europe

   ~~~#B~C~~~~~~~#~~~~~~~########
   ~~~O#~S~~~~~S~#~~~~~~###Q#####
   ~~~~~~#~~~~~#~~~~~OO##B###B###
   ~~OAAQC~~~##B##########A######
   ~~~###~~O~#BQA###########C####
   ~~~~~~~##B##Q####C#######B####
   ~~~O#C#####C##########B####B##
   ~~~~O#########################
   ~~~~~##C####^^^AB#############
   ~O~~~######^^#########OO~~S~##
   ~#OO~C#C###C#B~~C##^##O~~~~##
   ~#####C###~O###~OB##^#~~~~~~##
   ~A#####~~~~~~Q#~~O####~~~~OO##
   ~#####~~~#~~~~C#~~~###~~~~C###
   ~B####~~~O~OS~##~A~#~CSC######
   ~###C#~~~~~~~~~~~O~~~~~##~O###
   ~~~~~~~~~~~OO~~~~~~~~~~~~~~CBB
   ~O#######B#C########C######CBC
   OC###C###C###C#####C##########
   ##############################
                                  BY: JapaneseCowsRule

   NOTES: This map ive been working on for a long time, it took a long time
          to make and it is version 1.4 now.  Orange star is UK with US
          assistance, Blue Moon is Russia.  Green Earth is Germany, and Yellow
          Comet is Italy.  Orange and Blue are allies.  Germany and Italy are
          allies.

   Properties: All propertys on UK are orange, every city to the north west
               of, directly west of, and directly north of Hor 10 Ver 11 are
               orange star, the city on hor 5 ver 16 is orange star, 2,19 is
               orange, all cities from 10,19 to 12,18 are orange 28,18 to
               30,17 are all orange and 13,2 is orange.  every city north east
               of 22,11 is blue moon.  The cities below the alps are italian
               along with (17,11), (18,12), (20,19), and (6,19). 22,15 to 24
               15 are all neutral and the rest are green earth.

 Units:

   BBFMXXXXXXXXXXMXXXXXXXmIMMTTII
   FFFXMXMXXXXXMXIXXXXXBmIIMITDII
   XXXXXXXXXXXXXXXXXXXXMXXMMDXBII
   XXXXXXXFXXNmMXXXXXXXXXXXXXXRMI
   XXFmXMXXXXmXrXIXXXMXMXXXXXXFrI
   XXXXXXXMXXITDMXXrIMXXMXXMXXMII
   XXXXXXXMXXMFFFFXXFMXXMXXXXXXTI
   XXXXXIXXXXIDBBFXXDXXXXXXMXXTXI
   XXXXXXDXMXXDBBFXRXMXXXXXXXXXMX
   XXXXXMXXXXXMMXIXXXMXXXXXXXXXXX
   XXXXXXXIMXMDXXXXXFXXXXXXXXXXXX
   XXXXXXIIXXXXXXXXdTDXXXXXXXXXII
   XXXXXXXXXXXBBMXXXdDXXXXXXXXXXX
   XXIXXXXXXIXBBXXXXXXIXIXXXXXXXX
   XXIXXIXXXXXXmXXFBXXAXXXrXXXXXX
   XXXXXFXXXXXXXXXXBXXXXXXDIXXXXX
   XXXXXXXXXXXXXXXXXXXXLXXLLXXrII
   XXXXXXXXXXDXXXBXXIIXrMXXrMMXMI
   XMXXXMXXMXAMXTXMXIMXXDXXMDXXXX
   XIXXXXXXMXXIXXXXXIIXIXXXrIXXXX

     Now for the explination of forces.  all units directly west to the north
   west of 10, 11 are orange.  6,15 and 6,16 are orange, 12,20 through 9,18
   are orange, 2,19 and 2,20 are orange, 25,20 through 27,18 are orange,
   28,17 through 30,18 are orange.  13,2 is, 15,1 is, 26,1 is.  All units
   directly north, directly east, and north east of 20,16 are blue moon
   except 29,12. 30,12 24,1 23,1 23,2 and 26,1. 24,17 and 25,17 are blue
   moon's battleships. all units between 19, 3 and 10,9 are green earth
   except 18,6. all units between 13,17 and 17,20 are green earth.  21,18 and
   22,18 are green earth.  12,10 and 13,10 are green earth.  24,1 23,1 and
   23,2 are green earth.  All other units are yellow comet. Orange star
   should play as anyone one from orange star,  Green Earth should play as
   anyone one from green earth, though Eagle works best.  Blue moon should
   play as anyone one from blue moon. and yellow comet should play as either
   drake or sensei.  it takes a long time to load up this map and the first
   turn takes 30 minutes,  but the rest of the turns should be much quicker.
   Green earth will have their CO power filled by the end of their first turn
   and yellow by the time they take down one battle ship. Strategy:  While
   most of the action take place in europe it is often decided by who end up
   with africa.  Green earth should take out as much of france as possible
   during turn one.  Italy can either try to take africa, help germany deal
   with russia, try to take constantinople aka istanble, or try and sneak
   Battleships up to UK.  UK can either try to send some units in to berlin
   via denmark.  Focus on building troops in iraq and sending them through
   africa.  Build up alot of troops in UK and do a D-Day. or send troops past
   norway and into russia to help on the eastern front.  Russia's job is to
   stall germ until UK get the troops it need and carries out its plan.
   I am still working on balancing so keep an eye out for or 1.5. or 2.0.

Park Place

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~Q=B=======B=Q~~~~~~~~~~~~~~~
   ~~=~=~^~^~^~=~=~~~~~~~~~~~~~~~
   ~~B=C=C%C%C=C=B~~~~~~~~~~~~~~~
   ~~=~=~=~%~=~=~=~~~~~~~~~~~~~~~
   ~~=^C=======C^=~~~~~~~~~~~~~~~
   ~~=~%~=III=~%~=~~~~~~~~~~~~~~~
   ~~=^C%=I&I=%C^=~~~~~~~~~~~~~~~
   ~~=~%~=III=~%~=~~~~~~~~~~~~~~~
   ~~=^C=======C^=~~~~~~~~~~~~~~~
   ~~=~=~=~%~=~=~=~~~~~~~~~~~~~~~
   ~~B=C=C%C%C=C=B~~~~~~~~~~~~~~~
   ~~=~=~^~^~^~=~=~~~~~~~~~~~~~~~
   ~~Q=B=======B=Q~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  By: Blade Beast

   NOTES: Capture the two closest neutral bases as quickly as possible, then
          fight for the middlemost properties and the missile silo. Be sure
          to keep your HQ protected from both sides. Try playing on teams:
          Northwest and southeast vs. northeast and southwest.

   Properties: HQs are as follows: Orange Star, northwest; Blue Moon,
                       northeast; Yellow Comet, southwest; Green Earth, southeast.
               Each player owns the two bases and one city closest to his
               HQ. All other properties are neutral.

   Units: None.


 Shelter

   =====%%^^%%^^%%^^%%^^%%^^=====
   =C=B=^^%%^^%%^^%%^^%%^^%%=B=C=
   ==Q========================Q==
   =B=C=%%%%%%B%=^%=%B%%%%%%=C=B=
   =====%%%%%%%%=%^=%%%%%%%%=====
   %^%#=%%%%%%%@:@@:@%%%%%%%=%#%^
   %^%#=%%%%%%@@=%%=@@%%%%%%=%#%^
   ^%#%=C%%%%@@%=BC=%@@%%%%C=#%^%
   ^%#%======:==CCAC==:======#%^%
   %^%#=%^%^%@%CACCCB%@^%^%^=%#%^
   %^%#=^%^%^@%BCCCAC%@%^%^%=%#%^
   ^%#%======:==CACC==:======#%^%
   ^%#%=C%%%%@@%=CB=%@@%%%%C=#%^%
   %^%#=%%%%%%@@=%%=@@%%%%%%=%#%^
   %^%#=%%%%%%%@:@@:@%%%%%%%=%#%^
   =====%%%%%%%%=^%=%%%%%%%%=====
   =B=C=%%%%%%B%=%^=%B%%%%%%=C=B=
   ==Q========================Q==
   =C=B=%%^^%%^^%%^^%%^^%%^^=B=C=
   =====^^%%^^%%^^%%^^%%^^%%=====
                                  By: Kyle (Author)

   NOTES: This is a fun one, break through the seams, the airports can be
          vital to success. This is really the most fun against humans as
          they will break the seams as well. Feel free to add plains where
          you may in those big blocks of forests around the shelter.

   Properties: Each player controls the four properties around their HQ.

   Units: None.


 Kanbei Rebels

   A#A#B###%##%###I^^^^^^^^%%^^^%
   ####===#^%^#C##I^^%IIII^^III^^
   B#Q==C===#C%%%#IIIII^^II^I^III
   ####===#=##%%##I%%^^%^^III%%%^
   C#C#C###=C%####IIIIIIIII^^#%^%
   %^^^%^%^=#^#%##I^%^%^#%#%C%#C#
   ^%%%^^%%=%#%^#=-==#B#^#^######
   ^^%^%^%^=^C###=I^=^%#^%%##C###
   C#C#C%%%=======I^=#^%####A#B#C
   ####===%^%B^%^=I%=####C#######
   B#Q==C=========-=========B=Q=B
   ####===^%^B%^%=I%=%^A#C#C###C#
   A#A#B###=======I^=##^#%##A#B#C
   ^^%%^%^^=^##C#=I^=^B##B#######
   %^%^%^%%=#%^#^=-==#%#^#%C#C#B#
   A#A#B###=^^%#^#IIIIII^%##^#%#^
   ####===#=%^#C##I%^%^I##^%%#^%#
   B#Q==C===C#%%%#IIIIIII^^III^^%
   ####===#^%##%#%I^%^%^I^II^IIII
   C#C#C##^%#C####I%^%^^III%^%^%^
                                  By: DarkSkywalker

   Notes: Basically the same idea as the final battle except the enemy units
          are have LOADS more defense. Destroy the air force and then get
          ready for the main fight at the bridges.

   Properties: OS, GE and BM control all the properties in their area up to
               the city in the middle of the roads. Yellow Comet controls all
               the properties on the right hand side of the river, all other
               properties are neutral.

   Units: OS, BM and GE: 2 infantry, 2 mechs, 1 tank, 1 md tank, 1 apc 1
          missile, 1 t-copter, 1 recon, 2 a-airs, 2 b-copters, 2 fighters and
          1 bomber. Yellow Comet controls, wow, long list 4 infantry,2 mechs,4
          anti-airs,3 tanks,3 md tanks,3 artillery,3 missiles,2 rockets,4
          b-copters,4 fighters and 2 bombers


 Rabbit Isle

   ~~~~~00~~~~~~~~~~000~~~0~~~~~~
   ~B=B%%C~00%^^~QBB%%C-%%C0~~~~~
   Q===%%%~%%%^^~^AS%C~~~%C~~~~~
   0S=A%C~~%%%~~~~~~~~~~~~~~~~~~~
   ~~000~~C%%%C^^~~~%^^~~~%~~~~~~
   ~~~~$~~%%^%=I==~~M%%CCCAB&0~~~
   ~~~~~~~%%^^=I^=^~00%%C%%%0~~~~
   ~~~~0C%%%IIIII=%0~~~%%%%M0~~~~
   000~0%%III^%%I=^0~0~~~~~~~~~~~
   %%A~0%%IA%%%%I=%%0%^~$$$~A=B=Q
   %%S~~~%I0S%%%I=00CA%^~~$~S=B=%
   %%~~~~AI~~0%%I=00%IIII~~~~~~--
   ~~~~~~~I~~0%%I-IIII%0~~~~~~~--
   ~~~~~~~~~~0%^I=-=-C=%0~~~~~~--
   ~~S~~~~~%%===I^III0~~~~~~~~~--
   0C=C~~~C===%0I0S00~~$~~~~~~0%%
   0%=%0~~~S%A~~~~~~~~~~~$$~~~%%%
   0%A%%0~~~~~~~~~~~~~~~~~~0AS%%%
   ~BQB^%0~~~~~~~~~~~~~~~~0C%%%CC
                                  By: RabidRabbit

   Notes: Your simple four person free-for-all (teams optional). Bridges are
          located on the map at (13,17) (12,9) (20,30). Basic point of the
          map is to win, you do so by gaining control of the various islands
          to boost your funds.

   Properties: Each army starts off with the two bases, airport, and seaport.
               Everything else is neutral

   Units: Start from scratch.


 In the Dark...

   ###^^####C=%%#I#%%=C#####^^###
   #Q^^C=========-==========C^^Q#
   #^^%#####%=C##I##C=%######%^^#
   ^^%C#%###%=###I###=%####%#C%^^
   ^C##^%#A##=###I###=###A#%^##C^
   #=#%%%#=#C=B#~~~#B=C##=#%%%#=#
   #=####=======-=-========####=#
   #=##B==C#B=C~~-~~C=B#C#==B##=#
   ======C%%#=~~~-~~~=#%%C#======
   ###=###%#~-~~~=~~~-~#%####=###
   III-IIIII~=--=~=--=~IIIIII-III
   ###=###%#~-~~~=~~~-~#%####=###
   ======C%%#=~~~-~~~=#%%C#======
   #=##B==C#B=C~~-~~C=B#C===B##=#
   #=#%%%=======-=-=======#%%%#=#
   ^C##^%#A#C=B#~~~#B=C#A##%^##C^
   ^^%C#%###%=###I###=%####%#C%^^
   #^^%#####%=C##I##C=%######%^^#
   #Q^^C=========-==========C^^Q#
   ###^^####C=%%#I#%%=C#####^^###


   NOTES: This is a difficult FOW map because you may end up finding enemies
          you just arent ready for. Start an army from scratch using the
          infantry you start with. You can choose to defend your own HQ by
          capturing near it, your quickly assault others capturing near an
          opponents HQ. It may need some perfecting, as the map just doesnt
          want to be perfectly symetrical....

   Properties: Each player starts with their own HQ. All other properties
               are neutral.

   Units: Each player starts with one infantry on the center isle; Orange
          Star on the top, Blue Moon on the right, Green Earth on the left,
          and Yellow Commet on the bottom.


 Vietnam Blues

   #%##%%%%#%#%#%%BC#%%C~~~~~~#~~
   %#%%%%C%^%%#C#%%Q%B~~~~~~~~~~~
   #C##C%%%C%^%#%##%B~~~~$~~~#%~~
   ##%%#B%%%^%%%%%%C~~~~$~~#%#~~~
   C%#%%%%%%%B%C%%%%~~~~~~~#%~~~~
   #%~%%%%%C%%%%%%%%C~~~~~~~~~~~~
   C~~#%%%%%%%%B%C%%%C~~~$~~~~~~~
   ~~~%%%C^%%^^%C%%%^%Q~~~~~~~~~~
   ~~~##%#%%%%C%%%%C^^#%~~~~~~~~~
   ~~~~%C%^%^%^%%%C%%%%#C~~~~$~~~
   ~~~~%#C%#B^%%C%%C%%#%%~~~~~~~~
   ~$~~#%#C~~%%%%%%%%C%#C%0~~~~~~
   ~~~~~#%C~~%^%%B%%%%%%#%0~~~$$~
   ~~$~~#%~~~~%%%%C%%%%C%#0~~~~~~
   ~~~~~C~~~~~~%%%%%%%#%%C0~~~$~~
   ~~~~#%~~~~~~%%%%#%C%#C0~~~~~$~
   ~~~~C~~~~$~~~%C##QB#00~~~~~~~~
   ~~~~%~~~~~$~~~~B##0~~~~~$~~~~~
   ~$~C%~#~~~~~~~~#~~~~~~~~~~~~~~
   ~~~%#C%~~~~~$~~~~~~~~~$~~~~~~~

   Notes: This is an 2 vs. 1 AW2 map that recreates the Vietnam War that has
          been tested with pretty good results regarding balance.  I've tried
          my best to recreate the look of the peninsula, what's on it, and
          where everyone was during the war.  Every city or base is an actual
          city that can be found on an atlas (no, I didn't include them all;
          that would have been a few too many) and all of the HQs are where
          they were in the war: Hanoi for North Vietnam, Da Nang for South
          Vietnam, and Saigon (now Ho Chi Minh City) for the United States.

          As for the actual game specifics, they are as follows: Orange Star
          is North Vietnam, Blue Moon is the United States, and Green Earth is
          South Vietnam.  Blue Moon and Green Earth should be made allies in
          this map. The best effect from this map can be achieved by turning
          Fog of War on and by making the weather rain; this recreates the
          atmosphere of the Vietnam War: enemies are very hard to see and
          mobility is tough, both due to the dense forests.

   Some good COs to use are as follows:

     Any Faction

     - Sonja, as her CO power is a major help in finding and wrenching out
       dug-in indirect attack units, as well as spotting other units before
       they spot you.

     Orange Star

     - Grit, as indirect units can really pound invading forces and can
       create effective insurmountable walls to pressure them into a retreat.

     Blue Moon

     - Max, Sami, or Kanbei, as indirect units will prove to be very hard to
       deploy until very close to the North Vietnamese base, so marching in
       with soldiers or a large wave of tanks is probably a better option.

     Green Earth

     - Colin or Hachi, as South Vietnam doesn't start with as many units as
       the others, so getting up to speed with their discounts is important.

     Of course, these are just suggestions regarding what I find to work the
     best.

   Properties: I think it would be easier to just go by coordinates for
               cities and bases, so here we go, in the form of (horiz. coord., vert.
               coord.).

 Orange Star:

 Cities:
   (17, 1)
   (21, 1)
   (13, 2)
   (17, 4)
   (13, 5)
   (18, 6)
   (15, 7)

 Bases:
   (16, 1)
   (19, 2)
   (18, 3)

 Blue Moon:

 Cities:
   (21, 14)
   (23, 15)
   (19, 16)
   (22, 16)
   (15, 17)

 Bases:
   (19, 17)
   (16, 18)

 Green Earth:

 Cities:
   (19, 7)
   (19, 12)
   (22, 12)

 Bases:
   (22, 10)

 All cities and bases not mentioned above are neutral.

 HQs:Orange Star - top;
     Blue Moon - bottom;
     Green Earth - middle.

 Units:  There are a lot of them, and they look like this:

   XXXXXXXXXXXXIXXXXXXXXXXXXXXXXX
   XXXXXXXXXXIXIXMXXMXXXXXXXXXXXX
   XXXXXXXXXXXMXMXXIXXXXXXXXXXXXX
   XXXXXXXXXXXXMXXIMXXXXXXXXXXXXX
   XXXXXXXXXXXXXMXXMXXXXXXXXXXXXX
   XXXXXXXXXXXXXXIXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXIXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXIMXXXXXXXX
   XXXXXXXXXXXXXXXXXXXTXMXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXIXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXdXXXXXX
   XXXXXXXXXXXXXXXXXXXXIXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXIXXXdXXXXXX
   XXXXXXXXXXXXXXXXRXTXXIdXXXXXXX
   XXXXXXXXXXXXXXDTXDXXdXXXXXXXXX
   XXXXXXXXXXXXXXXXTXdXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
   XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

   I'll just say this about who owns what unit, as it should suffice: every
   unit is owned by the owner of the nearest non-neutral city/base/HQ.  The
   five landers are optional; they serve no purpose other than decoration,
   i.e., they show how the United States got there.


 Missle Range

   Q=C=C=%^^^#=%A%%A%=#^^^%=C=C=Q
   ======%^^^#=%%%%%%=#^^^%======
   C=B=&=A^^##=%#%%#%=##^^A=C=B=C
   ======^^^##=%%%%%%=##^^^======
   C=&=%%^^##%=%C%%C%=%##^^%%=C=C
   ====%^^^#%%========%%#^^^%====
   %%A^^^^^#===^^%%^^===#^^^^^A%%
   ^^^^^^^B==%^^^%%^^^%==B^^^^^^^
   ^^^^#%#=#C%^^%%%%^^%C#=#%#^^^^
   ^^#%%%%=#%%%%%&&%%%%%#=%%%%#^^
   ^^#%%%%=#%%%%%&&%%%%%#=%%%%#^^
   ^^^^#%#=#C%^^%%%%^^%C#=#%#^^^^
   ^^^^^^^B==%^^^%%^^^%==B^^^^^^^
   %%A^^^^^#===^^%%^^===#^^^^^A%%
   ====%^^^#%%========%%#^^^%====
   C=&=%%^^##%=%C%%C%=%##^^%%=&=C
   ======^^^##=%%%%%%=##^^^======
   C=B=&=A^^##=%#%%#%=##^^A=&=B=C
   ======%^^^#=%%%%%%=#^^^%======
   Q=C=C=%^^^#=%A%%A%=#^^^%=C=C=Q
                                  BY: Kyle (Author)


                                ~Pre-Deployed Maps~

 Chess Game

   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
   ~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
   ~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
   ~~~~~~~~~~~%#%#%#%Q~~~~~~~~~~
   ~~~~~~~~~~~Q%#%#%#%~~~~~~~~~~
   ~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
   ~~~~~~~~~~~#%#%#%#%~~~~~~~~~~
   ~~~~~~~~~~~%#%#%#%#~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 By: Kyle (Author)

   NOTES: Okay, I'll admit, this isnt my finest map. But at least its
          creative...and hey, I needed a pre-deployed map!

   Prpoerties: Obviously, one HQ each, Orange Star on the left, Blue Moon on
               the right.

   Units: okay, im gonna do this with ASCII, I think it will be easier...

         TMXXXXMT
         aMXXXXMa
         rMXXXXMr
         DMXXXXMD
         AMXXXXMA
         rMXXXXMr
         aMXXXXMa
         TMXXXXMT

   Units on the left are Orange Star, Units on the right are Blue Moon.


 Omaha Beach

   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   ^^#a#aaaM#MMa#aaQa#aM#MMaMMa^^
   ^^##########################^^
   @@@@@@@:@@@@:@@@@@@:@@@@@@@@@@
   ^^###%###%#%#%%##%%#######%#^^
   ^^#%##%##%############%#####^^
   ^^#########%###%####%####%##^^
   ^^###%##%###%###%##%%###%#%%^^
   ^^########%######%#####%####^^
   000000000000000000000000000000
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   0d0d0d0d0d0d0d0d0d0d0d0d0d0d0d
   #IMIMTTIMIMIMIMTTIMITTMIMIMTTQ
                                  By: Kaeto san

   NOTES: I noticed in your guide that you have only one pre-deployed map, I
          churned out this map of Omaha Beach to give you two.

          Now, The forested areas represent the large metal X's that littered
          Omaha, they can be used as cover, the pipe crossing all of row three
          represents the seawall that the Germans established, you will need to
          get powerful troops up there and break through. While creating a
          foothold on the beach, artillery units will lay down indirect fire on
          your troops, so avoid their range at all costs. All troops above the
          pipe are Blue Moon Nazis, and all below are Orange Star Allied
Troops,
          load two units per lander and move onto the shoal.

   Properties: HQs only, Blue Moon on top, Orange Star below.

   Units: Note thatthe terrain underneath all of the ground units are plains
and
          all the landers are on shoals.


                              ~Submitting Your Maps~

   I made this guide under the hope that once it was posted, viewers would
send me their maps which I would reveiw and if I thought their map was good,
I'd post it here. If nobody sends me their maps, this guide will be pretty
dull. So if you'd like me to post your maps, send me your map using the
symbols I've used above and be sure to include the notes, properties and units
as I've done above. Also, if your sending me your map, make sure there are no
spaces in between the columns and use a set-width font like the one used in this
guide and most notepad documents (Lucida Console). If you don't send me these
things, I wont even try your map, I'll just email you back and tell you to do
it right. Even if you do everything I ask, I still might not post your map
because I want all of the maps on this guide to be original, imaginiative,
and creative. If you send me a map that I don't feel is good enough, I'll return
your email and give you some tips on how to make it better. After that, feel
free to send it to me again. If you send me a quality map with all of the notes
and requirements and I think it's good, I'll post it here and give you full
credit. Now get to work and send me your maps!


====================================VII. FAQ==================================


   Here I will answer some of the common questions I get asked and feel
   free to email me your own and I might add it here.


   Q: Why doesnt my river pour into the ocean like it does sometimes?

   A: The three spaces in front of the mouth, to the front-left and to the
      front-right must be sea. if it doesnt change try tracing the river with
      the river brush.


   Q: What is the difference between the tall mountains and the short ones?

   A: Nothing. The appearence is the only difference. Tall mountains are
      created when the space directly above a particular mountain square is a
      plains square or another mountain square.


   Q: How can I submit my maps?

   A: Try checking out section V-e. "Submitting your maps"


   Q: Why doesnt my map work?

   A: Make sure all the units have corresponding HQs, and check section
      III-a. "Requirements"


   Q: Can I change the dimensions of my map?

   A: I'm afraid not.


   Q: Will the computer destroy seams?

   A: Unfortunately, no.


   Q: How do I erase my game and start a new one.

   Q: What does that question have to do with design maps?


   Q: I really want to know how to start a new game!

   A: Go bother someone who makes an overall FAQ for the game!



==============================VIII. Copyright Info===========================


     I do not own this game's characters, logos, scenarios, etc, nor do
   I claim to. All Advance Wars/Advance Wars 2 material copyrighted by their
   respective owners. The content of this guide is (c) 2003, Kyle Pointer. All
   rights reserved. This guide is only to appear on the following websites:

  - GameFAQs (http://www.GameFAQs.com)

  - AWBunker (http://www.AWBunker.com)

  - Any other site with my permission

===========================IX. Credits & Contact Info========================

                                  ~Credits~

   Here are all the people who helped make this guide possible;

     CJayC - For creating GameFAQs.com, where my guide is hosted. thanks.

     Meowthnum1 - As always, for giving me advice, support and inspiration
                  towards writing my guides. Thank you muchly.

     You, the reader - Without you, this guide would be pointless now
                       wouldn't it? Thank you for reading my guide.

     The contributors - That would be JapaneseCowsRule, Blade Beast,
                                                 OutlawStar633, JPagano2,
RabidRabbit and Kaeto san.
                        Thank you for your maps.

     Myself - For being such an avid writer! *huggles self*



                               ~Contact info~

                                 NO SPAM!!!

                    EMAIL: [email protected]

                            AIM: ZenTheOutcast


                               *END OF GUIDE!*