|
Author |
File Description |
Anvilsmith |
Posted on 10/30/02 @ 04:22 AM
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 andrei_aram@hotmail.com will let you into this project. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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PetrusOctavianus |
Posted on 11/30/06 @ 04:16 PM
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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HGDL v0.8.2 |
Rating |
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3.0 | Breakdown |
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Playability | 2.0 | Balance | 2.0 | Creativity | 4.0 | Map Design | 3.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 1,868 |
Favorites: [] | 0 |
Size: | 475.94 KB |
Added: | 10/30/02 |
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