This is my first map for Age of Wonders. I’ve spent hours playing all the other submitted maps, so I thought I’d return the favour and do my own. A sort of, my way of saying ‘thank you’ to all the map designers. The Breaking is a detailed map for up to 8 players. I’ve invested a lot of time in doing the scenery, so I hope you like it. The map is not directly unbalanced but some players will have advantages due to their placing or available structures. You just have to make good with the hand you have been dealt. That is the way I like it.
The number of cities for a XL map is quite low. I did that because I wanted players to clash at an earlier level and because I don’t like to spend all my playing time expanding and developing an army that is unbeatable.
Most cities are low level because I wanted more use of the lower level creatures. Last but not least, feel free to edit anything you want in the editor to make the map suited for your style.
The story is a follows: The known world has lived in peace for decades mainly because of the powerful alliance of Ferund. Now it has all changed. The orcs are moving in. The son of the heir of Ferund has been assassinated. The Goblins are trying to release themselves from orc slavery. The achon legion has been ambushed. The Frostling people are being accused of treachery. And a new power is rising in the mountains of the Reborn Rocks. Times are changing, and war has come to the world once again.
Yeah Yeah! I've about only started the scenario but was intrigued by the story from the beginning, while not being uniquely original, it gripped me. Great work on giving a scenario more depth!
Posted on 11/28/02 @ 09:30 AM
I start out with a few units and I know what I am to do. There's small towns around me and areas I know I'm to avoid. Everything is clear all the time.
Nothing impressive and nothing negative.
The scenario grips me from the start. I feel a depth in the scenario, which gives me that little extra I need to continue playing on a map this large.
Cavern tiles on the surface to create a feeling of a shrine and forests with undead lurking in them.
I get the feeling the creator really used innovative skills to get the feeling of some areas.
Map Design: 2
Some areas are completely missing "vegetation" and flat ground looks SO boring. This is really sad since the covered areas look so nice and have good proportions. Straigh roads isn't leaving a geographically realistic impression either.
As mentioned, the story is the big point of the scenario. Feeling that the forces of good have abandoned you and having a report from the general is a great way of starting off. Reading the descriptions for the wizards makes me think this is someone who has worked on his/her map to make it feel deeper than average hack'n'slash scenarios. Great!
Posted on 12/04/06 @ 01:04 PM
Large and detailed map that is best suited for multi-player, but still fun as single player. I only quit after deafeating all but one of the enemies, when the logistics of the mopping-up became too tedious.
Seems balanced enough. I played as Humans and the Goblins did very well, while the Dwarves remained in their caves. So Dwarves is probably a good choice for single player.
Custom wizards and heroes. No details on the heroes, though.
Map Design: 4
Map looks very pretty and varied. Claver use of tiles and elevation.
Nothing except for the beginning background story.
But none really needed, since this is a battle map.