(updated 09/16/03) Age of Wonders II Heaven :: Middle Earth in the Second Age (Version 3.2 for AoW2)
Age of Wonders II Heaven Julia with Gameplay background
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Downloads Home » Scenarios » Middle Earth in the Second Age (Version 3.2 for AoW2)

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Middle Earth in the Second Age (Version 3.2 for AoW2)

Author File Description
Galahad_2nd
File Details
Ruleset: AoW2: TWT - TS Standard Rules
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: No
Multiplayer Online?: No
# of Wizards: 3
# of players: 2
Skill Level: Advanced
Password Protected: No
"One by one, the free folk of Middle Earth fell to the power of the Ring. But there were some who resisted. A Last Alliance of Men and Elves marched against the armies of Mordor, and on the slopes of Mount Doom, they fought for the freedom of Middle Earth." (quoted from the prologue of the movie)

These are the events in the prologue of the LORD OF RINGS movie and in the appendices of the LOTR book, and mentioned throughout both of them as well as in THE SILMARILLION. It is 3319 of the Second Age. The Fleets of the Númenórean King Ar-Pharazôn are preparing to assault the Undying Lands while Elendil, Isildur, and Anárion escape to Middle Earth; Gil-galad, Galadriel, and the other Elf heroes form the Last Alliance with Elendil; and Sauron has returned to Barad-dûr to put on the One Ring and take command of the nine Nazgûl. The structures whose ruins are seen in LORD OF THE RINGS are now being built. Durin still rules in Moria.

In Version 3.0, the Elf Wizard is Galadriel, while Gil-galad, Cirdan, Elrond and others are Heroes. (As before, the Númenóreans have no real wizard; Elendil, Isildur, and Anarion are Heroes.) Also, playability is improved over version 2.0; more detail, more events, etc.. Version 2.0 in turn had numerous improvements over the original. (3.1 fixes a couple of bugs in 3.0. 3.2 tweaks the late-game play balance with a few more magic items, and a few more Events for a total of more than 90.)

Settings: Classic Turns, Exploration On, Allied Victory On. The Númenóreans (Archons) must be a human player, Sauron must be a strong AI. I recommend that the Elves also be a human player. The Númenóreans and Elves both win if either gains possession of The One Ring from Sauron.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
zpj2000
Rating
4.2
Breakdown
Playability5.0
Balance4.0
Creativity3.0
Map Design4.0
Story/Instructions5.0
Playability: 5
(Insert Playability analysis here)

Balance: 4
(Insert Balance analysis here)

Creativity: 3
(Insert Creativity analysis here)

Map Design: 4
(Insert Map Design analysis here)

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

Additional Comments:
EQMieken Galahad. When I start up the scenario, after the initial opening scene, the numenorean ships are stuck. I can't move them, and consequentially can't get those heroes on land before I need to disband. Could you fix that? I'm not to good with the editor.
I Always WinCOC 1 detail i found wrong from the tolkien books. THe Dead Marshes shouldnt be so creepy. They got the creepy feeling from the Battle of the Last Alliance in SA 3434. So they should just be marshes, no fire look and not so creepy!and just a few bones, because im sure some dunlends or something died on them, just the battle had not taken place that all those faces looked at frodo, sam and gollum when they were trekking through the marshes. GREAT MAP! my favorite tolkien map of AOW2
Galahad_2nd
File Author
Thanks for the helpful comments. I'm going to update the map when Shadow Magic comes out. IAlways, you are right, the Dead Marshes should not be "dead" yet since the Battle of Dagorlad has not yet happened, I'll fix that.

EQMichen, I think that the Numenorean ships are not stuck, they are just surroundered by storm hexes. They need to move into the storms one hex at a time since the AI pathing won't put them through it, and the units will take some damage but won't be destroyed. So, the Numenoreans can get to the shores of Middle Earth but in a weakened state, and will need to pick battles carefully for a few turns. In the book, they are carried away from the wreckage of Numenor "on the wings of a storm". I did this on purpose, but I can see now how some people might consider the ships "stuck".
todzo
Rating
4.2
Breakdown
Playability3.0
Balance5.0
Creativity4.0
Map Design4.0
Story/Instructions5.0
Playability: 3
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 4
(Insert Creativity analysis here)

Map Design: 4
(Insert Map Design analysis here)

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

Additional Comments:

Lots of fun..Played it single player against Emperor with Elves as Lord..they don't help much, :-) Achieved a victory on turn 56, but I lost the first two times I played...doesn't happen too often in SP.
This was a fun one, I'd like to try it MP sometime.
Galahad_2nd
File Author
Just to let you know, Version 3.2 (and also 2.0 which is still posted) is for Age of Wonders 2 and doesn't work well with AoW: Shadow Magic. In the Shadow Magic AI, computer-controlled wizards won't pick up items, meaning that Sauron will either leave the One Ring sitting on the ground the whole game, or worse, teleport it to one of the Nazgul. I'm working on Version 4.0, which will fix this issue and also have numerous new features made possible by the SM Editor: imported Hero and Wizard Portraits, Nomads instead of Humans for the Haradrim and Easterlings; Trolls; Ents (er, Treemen); adjustment of Race Relations; resurrection of dead Nazgul; more decoration of the maps; and more. Look for it in mid to late September.
Galahad_2nd
File Author
Version 4.0 for Shadow Magic is posted now. It is much better than version 3.2 because of imported portraits, adjusted race relations, improved playability, Ents, Trolls, Nomads for the Haradrim, and more. But I'm keeping version 3.2 online for players who only have Age of Wonders 2 not Shadow Magic.
magne
Rating
4.0
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design4.0
Story/Instructions4.0
Playability: 4
Fun to play, only ting is the problem controlling to wizards armies, and the hidden movments.

Balance: 4
Pretty hard, never in doubt winning but used all my numenorean forces to hold off Mordor and expand inn to early and Mordor put up a good and creative fight for the AI.

Creativity: 5
Love the start with the sinking of Numenor. Also get a shock then I found that the ringwraiths was resurrected every turn, after I had taken Balard-ur

Map Design: 5
Nice map, look good and accurate, lots of details like the tunnel and the spider, loved that one.
The storm should not reach the coast that is my only complaint.


Story/Instructions: 5
The start is extremely good, and the rest is nice. I believe many who complains about LOTR maps because they don’t play like the book, but how can they, the book is only one solution and not the most probable is the strategic situation.

Additional Comments:
My first large map after I got Shadow World, as I say fun and good map, only I reacted on is that the AI razed all the normad cities, I was not active there at all and then I fly over everything was razed. Mordor stil had some normade units.
petis download also
-----------------------------------------------------
Lord of the Rings > Great Wars 1.90 FIXED
-----------------------------------------------------
and compare:)




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Rating
4.1
Breakdown
Playability4.0
Balance4.3
Creativity3.7
Map Design4.0
Story/Instructions4.7
Statistics
Downloads:4,944
Favorites: [Who?]0
Size:132.69 KB
Added:03/24/03
Updated:09/16/03
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