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Downloads Home » Scenarios » Crusades against a Nightmare

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Crusades against a Nightmare

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: S
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 2
# of players: 2
Skill Level: Advanced
Password Protected: No
My submission for the 2010 mapmaking contest. Multiplayer recommended.

*Fixed a small bug with race relations.
*Small changes to starting units.

*Fixed another bug with race relation events.
*More small balance changes.

*Added another way for the players to reach each other.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
My one concern is that this map can take a long time, if players want... What doesn't help, is that there are only 2 underground ways connecting the players. And one of the players has an easily defendable position.

Probably open that up a bit? For the rest, the maps seems quite diverse and open. A joy to explore and run around in!

I also like the strategic choices that have to be made by the players.

This map is very asymmetrical, in almost all respects, and so it is hard to say whether it is balanced. Multiple test-games will have to determine!

My hunch is that Grorduf will do better. His starting position is easily defendable and he can be in possession of three villages (+ Haste berry tree), by the same time that Chadr will probably get his first.
Yes, Chadr has better starting gold and mana, but Grorduf can easily compensate for that by his multiple cities and easily accessible mines.

So, anyway, I could be missing things, but these are aspects I'd be focusing on when testgames are made.

This maps does exhibit some high level map-painting skills. This gletscher is really amazing! And certain areas look very unique and special (i.e., the razed city in the lake)!

I feel there could be more of a story, or backdrop. So, it wasn't clear to me what those hunters were. Or why there was a hatred for Necromancing, etc... The Wizard description does give some background, but it isn't usually what players look for first.
Timelord Hi LD, these are the comments from the judging. I noticed you have made a change so not sure if these are still valid but here goes...
Movement speed in shadowland + roads is both an advantage and disadvantage for Grorduf. That may look like it balances out but it does not since both affect the one wizard. Steam Tank is set as a refugee...with the above movement bonus, that is bad, especially in the early expansion stage where Grorduf already has access to more towns quickly.
Defensively, Grorduf is in a better position -> very large domain + Air Sphere (watcher/violent storm/haste); more so when players take time to engage in pvp.
The overall score if I were to rate it (with the competition version) would be 3.75.
ibobs Hi LD,
Just started playing this one, so will let you know the results later on, but wanted to comment on the events for relationship modifiers... If the event is set to once, then after a few days it will drift back to what it should be, so the archons will not have power over the undead for very long... To be permanent, you should set to always.
File Author
Thanks Ibobs! Uploaded a new version with some other small changes. Major rebalance when my pbem testgames will be done.
Map Design4.0
Playability: 4
Pretty playable all in all.

Balance: 3
This is quite a major issue as far as I can see. I have played both sides more than once and each time, the evil side rules the world. There is not much to stop expansion and no real threats. The archons have to spend turn after turn having no money, searching for a capital and not getting very far. When I took the human town, I then rebuilt the archon city and then the humans rebelled! Not good.

Creativity: 4
Nice ideas although I prefer Mountain of the gods. :)

Map Design: 4
Cannot complain much.

Story/Instructions: 3
Not a lot.

Additional Comments:
Sorry LD (!). I dont want to be harsh, but have to see it the way I see it. We abandoned one game as it was just too unbalanced and the others have not been better. The idea of the archons being chased is a nice one, but there has to be more obvious gains to let them catch up.

File Author
Hi Ibobs. Thanks for your review! You're right, this map isn't really balanced yet. [s]I balanced it a bit more in the two updates (did you play it right away?), but I still think the archons/undead (the evil side imo ;)) is weaker. I'll balance it in the future, as I must confess I don't really feel like it right now.[/s] - Updates have been done to the map.

[Edited on 11/04/10 @ 08:39 AM]

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Map Design4.0
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