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Downloads Home » Scenarios » First Siege of Marillis

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First Siege of Marillis

Author File Description
File Details
Ruleset: AoW2: TWT - TS Standard Rules
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: No
Multiplayer Online?: No
# of Wizards: 3
# of players: 1
Skill Level: Advanced
Password Protected: No
The main story, closely bound to the multitude of side stories this map offers, concentrates on four main characters, three of them under the player's control. It could be described as classical in that the characters' personalities do not evolve over time - given their implication in both side quests and the central story, the number of variables necessary to allow this is simply too great to make their use worthwhile. Certain side-stories involve choosing between fractions to support, ending neutral-unit invasions and exploring wide deserts, while the player may unknowingly change the course of some quests by performing certain actions: keep an area safe from orcs, for instance, and an important trip to that area later on might turn out far more successful.

The surface map can be traversed without many barriers, and the presence of rivers, as well as the sea encompassing the island, make boats exceptionally valuable. The underground map, however, contains a good ammount of sections where you need or should build tunnels towards, and some areas are inaccessible unless approached through a certain route. I've used every tileset category in the editor, so that you'll find swamps, small islands of sand, steppes, grasslands, tunnels, deserts, rivers of magma, high mountains, rich forests, great underground temples, barren snowscapes and glaciers, some populated with the likes of boars, wolves and giant eagles. Coupled with the knowledge that most built-in things (even town names) are there for a reason, it makes explorations both interesting and delightful to the wanderer's eyes.

I've been considering designing a Second Siege of Marillis, one that focuses upon profound and ever-evolving characters, both wizards and heroes being given vast choices of progression along a single story each, as well as multiple means to end these stories. Unfortunately, I only intend to create this map as a team project, and that implies a group of at least two people willing to develop not simply maps, but vast stories and exceptional characters. If you're interested, an email to will let you into this project.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
PetrusOctavianus I really wanted to like this story driven map, since the author obviously spent a lot of time writing the stories.

But the map has some severe flaws.

One of the AI Wizards died on the first day. Fortunately it didn't happen when I loaded the Autosave.

But the worst problem, which made me quit this map, was the use of independents. There are lots of them on Patrol and Scout and they will steal nodes and attack vulnerable units any chance they get.
In this map you start with a Transport ship and 7 units and have to travel by boat between islands. So my units were on an island and the ship lay moored when a Zephyr Bird attacks.
Since it's a Transport Ship it can't attack, so my men are marooned. And with Earth Magic, I don't think any spell will ever get them off the island.

So to be playable this map at the very minimum needs some editing and the Transport Ship needs to be replaced with a War Galley.

From what little I saw of the map it looked rather empty, but I did feel that it had potential.

OK, forgot I could use battle spells, so one Hurl Stones took care of the big scary bird.

[Edited on 11/30/06 @ 04:18 PM]

Map Design3.0
Playability: 2
The map is very slow at the beginning with lots of traveling between islands in a mostly empty land.

Some of the quests seem buggy.
Returning the Pearl to the Mystic is supposed to give control of a node, but that doesn't happen. There is an event about day 70 which suggest taking your two sidekicks to a pool near a certain city, but nothing happens.

Balance: 2
Independents are just right, ally feels too strong and enemy too weak.
Independent Zephyr Birds can leave you marooned since you start with a Transport instead of a Galley.

Creativity: 4
Lots of good ideas, but the execution is not so good. Custom Wizards, Heroes and Items. Locations have nice and custom names.

Map Design: 3
Map is too large and mostly empty. Would have been much better as a Medium map.
Most of the terrain is Desert and Steppe.

Story/Instructions: 4
Lots of poetic prose which sets a nice mood, but the instructions are very fuzzy.

Additional Comments:
A map with lots of potential, that could have needed more work.
I don't feel that it quite lives up to the author's claim and/or ambitions.

[Edited on 12/01/06 @ 07:39 AM]

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