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Downloads Home » Scenarios » Whitcliff for BNW 3.2

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Whitcliff for BNW 3.2

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: L
Levels: 3
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 7
# of players: 3
Skill Level: Novice
Password Protected: No
Surface Minimap:
Cavern Minimap:
Shadow Minimap:
***This map needs brave new world 3.2 mod***
***I recommend you turn on allied victory***

This is not a normal map, in the first part you play cooperatively with up to 3 players. Choose from 18 heroes to form your total group of 6. Various quests to complete and an armory packed with goodies for rewards.
The second part gives you a more normal game pitting the three playable wizards (elves, dwarves and syrons) against three AI controlled ones.

BNW mod can be got here,5246,0,60

*Updated with minor message and event changes 28/9/2010* (and updated again 12 hours later when I realised I'd left in a stack of dragons I was using to test the map >.<)
Pages: « First « 1 [2]
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
rat_peddler I went through it again. One of the allies gets killed. It happens so fast I can't see what goes wrong. I tried to use recall hero but that doesn't work because doesn't work during tactical battle. It lets you case and uses the mana but nothing happens. Anyway, I think I had the fun part of the game anyway. With the uber heros I have now no AI could stand in my way.

I played with the Elves and simultaneous.
File Author
I cant think of anything that might be able to kill either of the other two wizards unless raiders managed to cross the water somwhere. There are no independant spawns in the areas they begin. If you pass a few turns before hitting the tower, maybe they will wander off. As for the uber heroes, all three of the ai controlled enemys have 3 level 20 heroes each all with fairly good equipment. Due to the fact you're defeated when any ally dies, the main challenge for the single player game is to keep them both alive while trying to destroy the enemys.

The orc attacks in the mines are possibly a little bit much. I had assumed at that point the players would have explored a few campsites and ruins and would be a little more powerful, but going straight in I can see it could be harsh. I am at a slight disadvantage when playtesting this kind of thing since I know whats comming and know where the ruins etc are, can be hard to predict a players actions somtimes.

I have added a warning about this quest, along with a message about exactly what to do with the northern glows for picking heroes.

[Edited on 09/28/10 @ 04:06 AM]

rat_peddler The Orc attacks were more manageable in simulatenous mode as they came one day a part. For some reason in Classic mode they all rushed the tower in one day so no chance to heal, re-gen manna, etc...
Map Design5.0
Playability: 4
I could not transition from the quest stage to the more normal game. I recommend playing in simultaneous if you play single player.

Balance: 5
Good. The challenges ramp up as your heros do.

Creativity: 5
The strength of this map. Great quests, rewards, etc...

Map Design: 5
An interesting map design as well.

Story/Instructions: 4
Story is a 5. Instructions about a 3. I think that a map updated addressed some of these issues.

Additional Comments:
Fun to play and nice to get some hints from the author.
File Author
Rat peddler,

Thanks alot for the favorable review, I'm glad you enjoyed it. In view of the strange situations both you and Kirky have witnessed it does seem I didn't playtest this thoroughly enough, yet I did spend many hours doing so. I guess when you have such mammoth lists of events it is quite easy for things to become confused. If anyone else finds any issues please do tell me here so i can attempt to fix them.
Map Design5.0
Playability: 5
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 5
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Story/Instructions: 5
(Insert Story/Instructions analysis here)

Additional Comments: This map is awesome. Let's face it - what makes all of us want to play again and again? Heroes! We need more maps like this - where heroes are the focus. I have played a ton of maps people have made, and almost never finish them because I get the edge on the computer and know I will eventually win but do not want to grind it out. However, with this map, getting to pick my 6 heroes and then taking them through all the quests was really fun. And finishing up the game after the RPG element ends does not take too long, so its fun to go ahead and do it. This map does a great job of letting you see all the fantastic variety Kirky has with his BNW mod. The mapmaker did an excellent job of providing you with exposure to tons of different units to fight against - this map is not just a slugfest of the highest level units so many maps become. There are some great challenging fights for your heroes, which the mapmaker does a great job of setting up through key points you have to hold against multiple series of attacks.

I finished the game on turn 115. I used 2 priests, 3 warriors, and the double strike rogue. At the end of the game, all my heroes had double strike, extra strike, phsyical protection and life stealing, and almost all 6 were 20/20/20/20. It was really fun getting them there too. I made my allies CPU Squire to make it a challenge at the end. Even though the AI gets some nice heroes, they split up and and are easy to kill, but its not easy to make sure your allies do not die before you finish the AI, so that was still a fun little challenge at the end.

Fantastic Map! More please!

[Edited on 07/22/11 @ 09:21 AM]

File Author

Thanks very much for feedback and review, I'm glad you enjoyed the map. I do love my heroes, as you can probably tell from this map. If you haven't tried it, you may enjoy one of the variations of my viking map. It's not totally hero focused like this one, but it is heavily hero orientated still due to restricted unit building and because every wizard gets 8 custom heroes available to him. I just love how BNW adds such distinction to the different types of heroes.

The BNW version is here;

You may also like the strange lands version, which also uses some of the great concepts BNW uses like unit evolution and distinct heroes;
Vince Bly I must say that this scenario has many good, original features and, for the most part, is very much fun to play. However, I did encounter a couple of issues.

First: do not explore the map before you go to the Guild Hall and get the first quest. If you do not and happen to explore the edifice that is the solution to the first quest, AFAIK the game is lost but you may not realize it for many turns.

Second: I experienced two different results in switching to the second part. The first time, as soon as I defeated the stack at the tower, I got a message that Miriameli was defeated. Also, there were two or three high level heroes for each of the evil races, but the wizards for two of them, Morwan and Karrisa, were still entombed in the rock of the Underground. Since they were inaccessible, I couldn't kill them, although I did kill Zulak. So, the game ended in a stalemate. I tried again, starting with the same saved game before the switch. This time, I got the message that Miriameli was defeated as before, but all three evil wizards were on the accessible landscape and I killed them all. I believe I saw a message that said you couldn't win if one of the allies was defeated, but I was victorious. I played in classic turn mode. Maybe I could see what happened to Miriameli in simultaneous mode, but I was 190 turns into the game at the switch.

There is one more thing I should note. After switching the second time, each of the enemy wizards appeared next to one of my cities. Each was either alone or accompanied by a low level unit. In each case, I defeated them with the stacks that were guarding the city. So, I won the game without using any of my heroes! So, what's the point in nurturing your heroes in the first part, if they aren't needed in the second part?

I realize when one tries new and different things there are always pitfalls. This was a very creative scenario and I look forward to more like it. I believe there are several ways to make sure the player(s) do not solve a quest before given it at the Guild Hall. Failing that, at least let the player know the game is lost. (If there is a way to recover from this that I missed, I apologize). From other's comments, I may not be the only one to experience issues in the switch to the second part. Hopefully, these can be resolved. Lastly, the idea of a two-part scenario where the first part is spent building up your heroes is great. I only hope that there is a follow up scenario like that, but where the strength of your heroes is critical to success in the second part.

Tendril, please keep up the good work!
File Author
Vince Bly,
Thanks for your comments on the map. I'm sorry about any bugs you found, I'm sure there are pleanty more, but it is very hard to figure out why most of them happen. The major one being the crossover to the second part of the game. There are numerous issues with this bit which I have tried to fix but really don't understand the cause. When you complete the final quest with the watchtower the main six wizards are scripted to be teleported to thier home citys. Each are restricted to one cell before this and a teleport event moves them, so I really dont understand what could have gone wrong with that part. I'm especially confused that they might all be teleported near your city.

Miriameli is an ai only wizard and is only used to control the town for the first part of the map, she is defeated when you finish the last quest. You are only defeated automatically if any of the playable allies are defeated.

Regarding the triggering of events early which are supposed to be part of a quest, these are fixable. I'm not sure but you may be able to continue the game by just taking the quest and retracing your steps, but it's not ideal, and would only work for quests where you don't have to kill a specific unit.

I think in making this map I was maybe a little too ambitious, all the events for the change to the second part of the map are logical and straightforward, but for some reason these numerous bugs keep appearing.

On a side note, if you like the format of this map, the first map I made is actually a similar setup to this one. You begin with a few troops and have to go around doing quests and finding heroes. Eventually you and enemy wizards are transported to the map and are given citys. As far as I know that map has no bugs, but its quite alot more simple than this one. But anyway you may enjoy it;


Brennilis35 Hello,

I am unable to start this scenario. All the hero are already affected to another wizard controled by an IA and the northern glows can only engage battle.

Is there something i miss ?

Thanks for your help.
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