Community Maps Spotlight #41

Hey y’all! Before diving in today, I wanted to let you know that this is going to be the last community spotlight we’ll be putting out for Wargroove, at least for a while. With development ramping up on Witchbrook, and Wargroove having just celebrated its third birthday, it felt like the right time to take a pause. Don’t worry, we’ll be back with even more Wargroove goodness in the future. Moregroove if you will.

With that announcement taken care of, let’s get to those community creations!

Canal Streets 1.0 by BarrettRTS

1. Canal Streets 1.0 by BarrettRTS – Code: U73PFK84
This map has some really interesting dynamics once unit production gets up and running. You’ll want to get a barge on the water fairly quickly to ferry your units across rather than taking the long winding path. Doing so will help you push back faster against the opposing forces that cut across the central streets claiming villages as they go. I really enjoyed playing this one!

Resolution by Xmo5

2. Resolution by Xmo5 – Code: SN9F8RSW
There’s a few interesting points with this map. First, the ports on this battlefield are exclusively to recruit barges to quickly hop across the water. Secondly, the towers that are on fire are only capable of recruiting harpies, so if you want to invite any other air units to the party, you’re going to have to spend a few turns and resources to secure one of the side towers. Lastly there are a few villages situated directly on top of road tiles, so dragons have the potential to do tear them down without rebuttal.

Quaint v1.0.1 by justyoureventualruler

3. Quaint v1.0.1 by justyoureventualruler – Code: CBZ2K9BC
Control of the corners are likely to decide the outcome of a match here, with several villages tantalizingly packed into these areas between each side’s barracks. A great many of these villages are sitting on road, so they’re more susceptible to a quick takedown. However don’t get too sidetracked by the treasure trove of resources here, as the strongholds are centrally positioned and pretty easy to reach. Losing track of an errant knight could be very costly to you.

The Encounter - v1.3 by Kokoado

4. The Encounter – v1.3 by Kokoado – Code: 5JHB9VHK
The recruitment structures are all tucked into the same area for each side, so some of these villages are decidedly longer treks to reach than what you’d see in most competitively-oriented skirmish maps. That said, the long roads at the top and bottom are prime territory for swift wagon and ballista positioning. Keeping firm control of this territory may be the key to victory as it better facilitates your access to the enemy Stronghold as well.

Face the Horde: The Cursed Keep by Armagon

Bonus Dev-made Map – Face the Horde: The Cursed Keep by Armagon – Code: APRQW545
This is another entry to my “Face the Horde” series. You’ll be pitted against endless waves of enemies that come pouring out the portals, with your goal being to survive as long as you can. The strength of the enemy escalates as the match progresses, and you earn gold by defeating hostile units, so you’ll wanna make sure to finish off any weakened stragglers. Unlike prior entries to this mode, eventually enemies can start spawning in behind you as well, so you have access to a third barracks by way of compensation.

That’s it for the community maps spotlights, at least for now!
While this monthly feature will be on haitus, our players are still sharing incredible creations over on the Wargroove Discord and there’s never any shortage of new maps to download from the in-game sharing portal. What’s more, the Featured tab has been expanded to include more than 150 of the maps that we’ve highlighted on this very blog; so whether you’re a newcomer or a returning player, there’s no shortage of quality content to play!

On a personal note, I wanted to thank you folks for sticking with us all this time! When we launched Wargroove back on February 1st of 2019, I could scarcely have imagined how incredible our community of players would end up being, nor the kinds of creativity we’d get to see when we gave you access to the tools we made the game with. How has it already been three years since this wild ride started?

Rest assured, we’re far from done with Wargroove. We’ve got some exciting stuff in the pipeline and we can’t wait to be able to share it with you all in the future! Until that time, I wish you lovely folks all the very best and thanks for staying groovy!

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Community Maps Spotlight #40

Hello everyone, we made it to 2022! I hope you guys have had a great start to the new year. To be honest, after coming back from holiday break, I half-expected to find new standout Wargroove maps to be a bit thin on the ground as people went off to spend time with friends and loved ones. In reality not only was my assertion wrong, but I’ve also been very pleasantly surprised by the originality and effort on display in today’s highlights. Let’s dive in!

Gladiators - Survival Map by Jarle

1. Gladiators – Survival Map! by Jarle – Code: G2W3HAJ4
This custom mode is impressively robust. In this three player co-op map, each player is put in control of their own gladiator tasked with surviving thirty waves of enemies. If you’re able to keep your gladiator alive and keep taking out enemy units, they will grow in strength, becoming more resistant to damage and even gaining additional effects to their grooves!

There’s also a shop each player can use between waves, with everyone starting with some funds, and earning more by taking down enemy units. These funds can be spent to get each player a single companion unit from a limited pool of options. If you’re able to use your ally effectively, taking down enemy units while keeping them in one piece, these units can level up as well!

If one of the gladiator’s is taken down, the game isn’t over yet. If one of the other players has enough gold, they can spend it to resurrect any downed gladiators. The trade-off is that they come back with none of the gold or the levels they had earned, meaning things will be tougher moving forward. The game ends when all three gladiators are taken down.

While designed for co-op, you can just as easily play this mode on your own and have a great time. Give it a shot!

Discord at the Volcano Base by Deminobody

2. Discord at the Volcano Base by Deminobody – Code: 3DYEHBX2
This is one of the most bizarre scenarios I’ve ever played, which makes sense because this was designed by the community. Deminobody presented the Wargroove discord with a survey for what features the map should include and then set out to build the best mission they could while adhering to the community’s choices.

The result is this mission that sees you combining different felheim units at portals to transform them into more powerful heavensong variants while fighting off a ravenous Caesar that’s running wild. It’s not super long but it’s hard not to appreciate the creativity and absurdity on display as what’s here works surprisingly well. Give it a spin if you’re in the mood for something quirky!

Ransacked (3.1) by Whargarbl

3. Ransacked (3.1) by Whargarbl – Code: 6URCRKV9
This map looks great and provides a tight competitive experience for those that are looking for it. In the early goings your forces are likely to be spread wide as you contest the villages, but as the economy ramps up everything tends to shift towards the center field as players attempt to take down their opponent’s Stronghold.

One thing to note is that the titular ransacking took place at the hideouts in the corners, thus they cannot be used to recruit at all and are chiefly there for thematic flair.

Dice Roll Army 4P: The Killing Desert by Armagon

Bonus Dev-made Map – Dice Roll Army 4P: The Killing Desert by Armagon – Code: MS5Z4RQL
This is a four player version of the Dice Roll Army mode I made last month. Dice rolls determine your starting commander and what units will spawn for all players, mirrored in full. As the match progresses, stronger waves of units will spawn, including the possibility of spawning additional commanders, though losing a commander will not cost you the match. Victory goes to the last player with a Stronghold still standing!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work.

I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #39

Hey y’all! I can scarcely believe it’s December already, this past year has really gone by in a flash! Looking back on the last twelve months, the Wargroove community has consistently impressed me with the quality and variety of their creations; it can be really tough to pick which to shine a light on sometimes! With that said, here I present to you the final spotlight for 2021. Let’s get to it!

Dragonfly 1.1 by Xmo5

1. Dragonfly 1.1 by Xmo5 – Code: SF3DVWTS
Winding paths surround the rivers and lakes. Do you push your units forward along the tantalisingly open beaches and plains of the center, or do you systematically focus the villages along the roads? Another excellent competitive map from Xmo5!

The Pale v1.1 by Kokoado

2. The Pale v1.1 by Kokoado – Code: MLCGFMUD
This larger-scale map is built with fog of war play firmly in mind. There’s no shortage of forests to set up ambushes in, nor mountains to use for extending your view of the surrounding battlefield. Mask the approach of your forces to crush your foe!

Gimlé's Fields by Alpha_75159

3. Gimlé’s Fields by Alpha_75159 – Code: VKST2PKM
With the titular fields surrounded by water, merfolk have easy access to a number of villages as they shift from one body of water to the next. It’s a really interesting use of the terrain while keeping the central area mostly open for strike attempts on the enemy Stronghold.

Dice Roll Army: The Blistering Heights by Armagon

Bonus Dev-made Map – Dice Roll Army: The Blistering Heights by Armagon – Code: EYLETSWV
In this Face the Horde spinoff, dice rolls determine your starting commander and what units will spawn for both players, with each mirrored in full. As the match progresses, stronger waves of units will spawn, including the possibility of spawning additional commanders, though losing a commander will not cost you the match. Victory goes to the player that destroys their opponent’s stronghold first.

The high amount of randomisation should lend the map well to high replayability. You can never be sure when a counter you need for a given threat may appear, so the mode rewards those who are most adept at making the most of the units they’ve got, while creating and exploiting weaknesses in the enemy’s ranks. I hope you guys have fun with this one!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work.

Until next time, take care of yourselves and I look forward to speaking to you all again in the new year!

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Community Maps Spotlight #38

Hi folks, it’s great to see you again! I’m back with more high quality maps from our lovely community with the usual little bonus from me! Let’s dive right in!

Meadow ver 1.0 by Mr.Cat

1. Meadow ver 1.0 by Mr.Cat – Code: HTHQ3Z8Y
This stunning piece of work plays as good as it looks and has some distinctive touches that I appreciated.

While most Wargroove multiplayer maps typically feature two barracks per player, this one has a third that is effectively and purposefully slowed to half production rate thanks to the necessity of using the nearby barge. There’s only one space available at each of the two drop-off zones, meaning you can only ferry across one unit every two turns. While you’ll typically want to have your highest priority units being produced by the barracks on the mainland, you still have leeway to bring over the occasional extra dog or soldier to bolster your ranks.

The other welcome wrinkle is that the lavishly decorated hideouts next to the Strongholds are exclusively for the purpose of dropping off stolen gold. If you want to get thieves in play you’ll have to recruit them from the hideouts tucked neatly into the corners. Once you’ve got one on the field you have plenty of targets that are ripe to be ransacked.

Far Too Near 1.3 by Fadedsun

2. Far Too Near 1.3 by Fadedsun – Code: GG2VVZ5T
This map looks pretty straightforward at first glance. Then you notice just how unusually far the strongholds are from their team’s barracks. Then you also notice that each commander is starting right next to their opponent’s barracks, at low health. This is not your typical skirmish map design.

While the match will typically begin with you retreating your commanders and laying claim to villages along the way, the greater flow is all about balancing the distribution of your forces between the need to protect your very out of the way stronghold and attacking your opponent’s equally isolated one.

Also worthy of note is that four of the most central villages are sitting directly on the road, meaning they are primed for instant takedowns from a healthy dragon. This is something you’ll definitely want to watch out for, and potentially exploit to your own advantage.

Bords de Loire v2.0 by Kokoado

3. Bords de Loire v2.0 by Kokoado – Code: KEVHE2YS (2v2) ZYXJ8K8V (1v1)
This 2v2 map, split as it is by a large winding river, poses a number of interesting choices for each team to make. The first player of each team gets responsibility for providing air units and is primed to assume control of the hideout. The second gets access to a second barracks, meaning they are responsible for the majority of ground units and may need to help protect their ally’s very isolated Stronghold in the opposite corner of the map, all the while having to keep their own centrally positioned one intact.

If you like what you see here, there’s also a 1v1 version of the map available that’s more or less the same, with the added wrinkle that each player has to take care to keep both Strongholds intact, or face defeat the moment one topples.

The Devil's Tundra by Armagon

Bonus Dev-made Map – The Devil’s Tundra – Code: AMYDNXUN
Four player skirmishes can last a very long time; sometimes you just want a quicker match, so I decided to put together this smaller-scale map. While not quite as small as my past effort, The Sanguine Borderlands, the villages aren’t as plentiful or as densely packed, so you’ll have more room to manoeuvre and potential ambushes may be a bit easier to spot. I hope you like it!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work.

I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #37

Hey everybody, great to see you! I’m pretty excited because this month’s spotlight features a bunch of custom game modes, so if you’re looking for something a little different, I’ve got you covered!

Before we dig into today’s entries, a couple of our more recent highlights have received updates!
* Fadedsun’s map “Gilgamesh” got updated to version 1.9.1, which you can access with the code: 5C42EHKW
* Justyoureventualruler’s map “Beetle’s Brooks” also got a revision, and now is version 2.75, which you can grab using: LJ5LASFE

With those updates out of the way, let’s get to the new highlights!

Necromancer Duel by Deminobody

1. Necromancer Duel by Deminobody – Code: W7DH252A
This spooky mode comes just in time for Halloween! This map pits both players against each other as necromancers, with neutral hostile units guarding villages across the map. These AI guards cannot move, but they will strike if you enter their range or attack them. Every guard you slay will be raised in your graveyard and join your ranks. After a few turns, the guards will start to receive Heavensong reinforcements from the central portals. These reinforcements will actively come after the players, but can be turned to your side with sufficient persuasion.

As an aside, if you’ve completed the Wargroove campaign, you will have access to one other Commander aside from Valder. Opposing players can use them, even if you can’t, so if you want to avoid potential spoilers, I’d advise holding off on trying this mode until you finish the story.

Triple Triad V3.1 by Fly Sniper

2. Triple Triad V3.1 by Fly Sniper – Code: Q5SACQJD
The name of this map will likely be familiar to any of you who’ve played the card game in Final Fantasy 14, or its original incarnation in Final Fantasy 8. This map impressively recreates that card game within Wargroove.

The game starts with each player choosing a hand of five from a pool of randomised cards, which they then take turns to play them on the board at the top of the map. It’s essentially a game of playing the right numbers in the right places to take control of the board, with victory going to whoever controls the majority of it by the time it’s filled up. I recommend giving it a go! The opening cutscene gives a much clearer explanation than I could in this space.

Trio Power by enton0vae

3. Trio Power by enton0vae – Code: 5QZK7TK3
This puzzle map tasks you with defeating Emeric by using the grooves of Valder, Sedge and Ryota in combination. I found this to be a delightful brainteaser, with few enough options that I didn’t become overwhelmed by all the possibilities, but still needed some careful planning to achieve the goal.

Straining Frontier v1.2 by Kokoado

4. Straining Frontier v1.2 by Kokoado – Code: WXFVNM9Q
The only regular skirmish map on today’s list, but an enjoyable one! With the amount of villages to contest over, the map’s high economy and plentiful forests dotting the landscape, your forces are likely to end up quite spread out. I particularly like the way Kokoado has used decorations to add character to the battlefield without hurting the readability.

Zone Control 2P: The Lost Isle by Armagon

Bonus Dev-made Map – Zone Control 2P: The Lost Isle – Code: BRQPZULB
A two player version of the Zone Control mode I released last month! In short, players compete for control over the five zones that are spread out across the central battlefield. Controlling these zones nets you points and gold, and you win either by accumulating enough points, or by eliminating your opponent’s commander. This one was a lot of fun to make, so I hope you guys have fun playing it!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work.

I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #36

Hey guys, it’s great to see you all again! I’m back with more quality map creations, fresh from the Wargroove community!

Before we dig into today’s entries, one of our entries from the July spotlight received an update!
* Kokoado’s map “Alésia” got bumped to version 1.1, which you can access with the code: EHWX4V8Z

With that out of the way, let’s get to this month’s highlights!

Tabletop Wars v1.2 by Brope Ian

1. Tabletop Wars v1.3 by Brope Ian – Code: NZBHNE7T
Both players have access to up to three barracks on this map, but the ones closest to the central battlefield are nestled away behind walls and mountains, so you’ll need to plan your capture routes accordingly and decide whether you want to leave the gates intact. They make it harder for your units to get out, but also make it harder for enemies to get in!

Waterlogged Wastes by Liam

2. Waterlogged Wastes by Liam – Code: 44MEX2ME
The central island is quite narrow, so you’ll definitely want to take advantage of those starting barges to get a unit to a port as quickly as you can. The river crossings allows merfolk to slide in and potentially do some hefty damage to higher value units as they head out to the battlefield.

Knife Fight in a Phone Booth v 0.4 by TheSneakyDragon

3. Knife Fight in a Phone Booth v 0.4 by TheSneakyDragon – Code: JW2JJCNP
This is a battlefield built for close quarters fighting, with the standard weather being severe reducing the effectiveness of ranged units. This map proved really interesting to play thanks to the central ports. With the amount of river tiles dotting the middle, merfolk can manoeuvre around and hit nearby ground units and structures with crits. Despite the relatively small size of the map, there’s a lot of room for strategy here.

Zone Control 4P: Grey Raven Fields

Bonus Dev-made Map – Zone Control 4P: Grey Raven Fields – Code: 9ZZSY7PP
In this custom game mode, players compete to seize control of zones spread out across the battlefield. You take control of a zone by having a unit occupy the area without any enemies present. If an enemy enters a zone you’re currently controlling, the zone is neutralised until one of you is pushed out.

At the start of your turn, you gain one point for every zone currently under your control. The first player to earn 15 points wins the game! You can keep track of how many points everyone has at the top of the screen. If your point situation isn’t looking good, you can still eliminate opposing players by taking down their Commander.

I’m really pleased with how this one turned out, so I hope you guys enjoy it!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work.

And in case you missed it…
We released a lovely little game called Eastward yesterday! It’s been a tremendous labour of love for our good friends at Pixpil, so it’s gratifying to see it receiving such a positive reception from critics across the board! If you haven’t had a chance to check it out for yourself yet, it’s available right now on Nintendo Switch and Steam!

I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #35

Hi folks! I hope August has been treating you all well! The Wargroove community continues to surprise me with the amount of quality content being uploaded to the game, month after month. It’s made my task of picking the highlights simultaneously easier and harder. Easier because there’s usually plenty of options to present, but harder because of the volume of stuff I need to play to find the best! Let’s jump into this month’s highlights!

Out of the Aeons by Bergil

1. Out of the Aeons by Bergil – Code: HRXS8MLZ
Kicking us off we’ve got this nice little brainteaser of a puzzle map where Wulfar and Nuru are both stuck fighting each other in an endless cycle, as the map’s opening cutscene explains. To break them out of the loop you must stop the fighting by taking down both commanders in a single turn. I can’t say I’ve played many puzzle maps with an actual story!

Gilgamesh 1.8 by Fadedsun

2. Gilgamesh 1.8 by Fadedsun – Code: M2M52XLE
With so many villages for a map this size, you will have more than enough gold to build up a sizeable force. Units will probably take at least a couple of turns to reach the fight so foresight will be imperative to ensuring your victory.

Chains 2.0 by Alpha_75159

3. Chains 2.0 by Alpha_75159 – Code: 3CPYCD4L
With barracks positioned in opposite corners of the map and a wide open central battlefield, you’ll have to decide how best to balance your forces between keeping your recruitment structures safe and targeting the enemy stronghold or commander.

The Ruins of Ezum by Armagon

Bonus Dev-made Map – The Ruins of Ezum by Armagon – Code: SH9CR4E5
For this month’s entry I decided to put together another four player free-for-all map since there aren’t that many mappers attempting to make competitively-balanced ones. At first glance it might appear to have a lot of chokepoints, but with the amount of beaches it’s actually quite freeform, though air units will have to account for the flagstone tiles when positioning for their attacks. I hope you guys like it!

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work. I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #34

G’day folks! Lovely to see you all again!

Before we dig into today’s entries, a few of our highlights from the last spotlight have received updates!
* Varis Alpha’s Wargroove remixes got remastered and released as an EP which you can check out here!
* Whargarbl’s map “In Memoriam” got updated to version 1.2, which you can access with the code: LBZ47JMF
* Xmo5’s “Cloak and Dagger” also got a revision, and now is version 1.3.1, which you can grab using: JCYK78CT

With those updates out of the way, let’s get to the new highlights!

Alésia v1.0 by Kokoado

1. Alésia v1.0 by Kokoado – Code: N9QH67JT
Due to the distance from the barracks to the front lines, this map rewards players who are adept at planning ahead. You’ll want to make sure you have some strong anti-air presence if you see your opponent recruit a dragon, since both Strongholds are sitting on roads and are thus very vulnerable to critical strikes from the flying behemoths.

Mt. Hothead by Saltmæster

2. Mt. Hothead by Saltmæster- Code: 67UETSTU
This two-player co-op map puts players in a disadvantageous position as the AI moves quickly to surround and close in on you. Do you attempt to rush the enemy Strongholds? Or do you capture as many villages as you can and attempt to outlast your foes in a war of attrition? I found this an enjoyable challenge where I was nearly toppled on more than one occasion.

Auranian Labyrinth 1.4 by Xmo5

3. Auranian Labyrinth 1.4 by Xmo5 – Code: 3K5NEMZZ
This is a a competitive map that’s been around in some form or another for a quite a long time. Because Xmo5 is so ingrained in the competitive scene, they’ve tweaked and adjusted this level as the competitive meta has shifted. This is the latest iteration of an already great map, so I felt it was high time to shine a light on it here. Give it a go!

Beetle's Brooks v2.72 by justyoureventualruler

4. Beetle’s Brooks v2.72 by justyoureventualruler – Code: XXLFV6PJ
This map’s creator has firmly established themself as someone to watch, with this being their third feature in just four months. This time around they’ve attempted to make this map with competitive play firmly in mind, and it shows. There’s plenty of resources to contend for, and with the mountains and rivers surrounding your barracks, you’ll need to factor in the travel time of your units as you pick your recruits.

Face the Horde: Rivers of Ruin by Armagon

Bonus Dev-made Map – Face the Horde: Rivers of Ruin by Armagon – Code: 52J8J2AN
This is a new single-player entry in my “Face the Horde” series. For those of you who’ve missed them in the past, this is ultimately an endless defence map where you need to last as long as you possibly can, with the bulk of your income coming from killing enemy units. The rivers provide some precious choke points to funnel the enemy through, but can also make it hard for you to push forward if you don’t plan your actions carefully. How many turns can you last?

That’s all for todays entries!
If you’ve made something Wargroove-related that you think deserves to be featured here, you should share it on the Wargroove Discord in the Creative channels! I regularly check those channels for cool stuff to feature, so that’s your best bet for ensuring I’ll see your work. I’ll be back with more highlights next month, so until then you lovely folks stay safe and take care of yourselves!

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Community Maps Spotlight #33

Hello everyone, it’s that time again! I’m here to bring you some of the best maps that have come out of the Wargroove community, along with a fun bonus at the end. Lets jump in!

Cloak and Dagger 1.3 by Xmo5

1. Cloak and Dagger 1.3 by Xmo5 – Code: PUL243ZW
This is one of the most visually striking competitive maps I’ve seen from Xmo5. The flagstone dotting the landscape means you’ll want to play close attention to where your flying units can move as the dense forest and mountains create chokepoints for your ground troops. I found this to be really fun to play with fog-of-war enabled too!

Lash Out by Steinilese

2. Lash Out by Steinilese – Code: 9H9UW2DZ
It’s always a pleasure when I come across a well-made map from a name I’m not yet familiar with. With the strongholds fairly isolated from each player’s recruitment structures, you’ll need to balance your forces between attacking your opponent’s headquarters and defending your own. While the land is where most of the fighting is going to happen, take care not to disregard the surrounding sea lest a well-placed warship lays waste to all your plans.

In Memoriam v1.1 by Whargarbl

3. In Memoriam v1.1 by Whargarbl – Code: 4D2QVNDZ
By contrast to our second entry, Whargarbl is a regularly-featured mapper at this point. True to their usual form, this map is designed with competitive play in mind while using distinct decorations to help make the terrain more readable. You’ll want to make sure you have units ready to defend your Stronghold at any time, since the terrain surrounding each barracks ensures it takes at least a couple of turns for them to reach it.

The Badland Basins by Armagon

Bonus Dev-made Map – The Badland Basins by Armagon – Code: 6LSA63CJ
Since the community is already churning out excellent 1-on-1 maps on a consistent basis, I decided to continue on my train of 4P FFA mapmaking. My goal here was to make a map with high village density around the center to draw everyone in. Controlling the middle can mean a lot of income for you, but you’re also likely to draw the ire of all three of your opponents. Tread carefully!

That’s all for today’s maps, but there’s one last thing!
It’s no secret that we here at Chucklefish are big fans of the Advance Wars series, and that its absence as a franchise is a big part of what inspired us to make Wargroove in the first place. It’s for that reason I couldn’t resist giving a shout out to talented composer Varis Alpha, who recently created a remix of Wargroove’s main theme in the style of our inspirational predecessor.

If you enjoy this remix, Varis Alpha has done several others since Wargroove first launched two years ago, including themes for Mercia, Wulfar, Ragna and some more spoilery stuff you can find on their channel.

It seemed doubly good timing to share Varis’ work given the exciting news of Advance Wars 1+2: Re-Boot Camp coming at the end of the year courtesy of WayForward. As I’m sure you can imagine, we’re very excited to see the franchise make its return after all this time!

In any case, that’s all from me today! I wish you folks all the very best until next time!

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Community Maps Spotlight #32

G’day folks! Thanks for joining me for yet another community spotlight! I’ve got a pretty varied selection of creations for you today, so without any further ado, lets get into it!

Groove Composer by Deminobody

1. Groove Composer by Deminobody – Code: 5EVA8UCL
This map uses Wargroove’s event system to create a fully functional sequencer! It allows you to create short musical loops using a variety of sound effects, which is done by positioning units along several rows. The unit type and placement determines what sound plays and when. It’s impressively well-made and you can achieve some pretty cool results!

The Untold Legacy of a Community by Sedgehun

2. Untold Legacy of a Community 2.30 by Sedgehun – Code: H8NV6BKA
This robust campaign acts as a follow-up to the events of the original Wargroove story. The amount of love and effort that was put into it is plain to see, as each mission presents a variety of interesting objectives, each peppered with cutscenes and fun character interactions. Some missions can be incredibly challenging, and often the key to success lies in paying close attention to your surroundings. This is a campaign worth checking out!

Greywall v1.01 by justyoureventualruler

3. Greywall v1.01 by justyoureventualruler – Code: 2ZA6GBTN
It’s no secret that I enjoy smaller scale maps that cram engaging gameplay into their space. This entry does a great job of providing a tense close-quarters conflict as players race to pin down their opponent’s commander or to strike the very-accessible stronghold.

Treeton River v2.1 by BarrettRTS

4. Treeton River v2.1 by BarrettRTS – Code: 5A3QTBXK
On the opposite side of the scale here’s a competitive-oriented map from a veteran of the Groove of War community! The ban on Trebuchets and Rifles allowed them to keep the map particularly open, whilst leaving plenty of roads for wagons and ballista to easily reposition.

The Kindersard Keeps by Armagon

Bonus Dev-made Map – The Kindersard Keeps by Armagon – Code: ENRKGDLD
I still find myself enjoying pumping out four player free-for-all maps, but I wanted to introduce more fortifications in this one! To gain access to your second barracks you’ll need to devote a turn or two to cracking one of those gates open. Meanwhile the gates toward the middle present some interesting choices. You may want to keep them up to make it harder for opponents to move in on your stronghold, or you may want to tear them down to make it easier to move your own units through the center.

That’s all for today! I hope you guys find something you like in this month’s selection. I’ll be back with more next month, so until then you fine folks take care of yourselves and each other.

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