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Downloads Home » Scenarios » War of the 8 Heroes AoWH 2003 Mapmaking Competition FINAL

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War of the 8 Heroes AoWH 2003 Mapmaking Competition FINAL

Author File Description
File Details
Ruleset: AoW2: TWT - TS Standard Rules
Map Size: S
Levels: 2
Single Player?: No
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 6
# of players: 6
Skill Level: Advanced
Password Protected: No
Surface Minimap:
Cavern Minimap:
(Important! Please note special rules at bottom.)

Eight Heroes seek to gain the upper hand, each having his own name for the small island and his own reasons for claiming it. One says it's his birthright; another just doesn't like his neighbors -- whatever the reason, each hero is determined to expel all others.

Since this is such a remote location, each would-be ruler is not burdened by the whims of powerful wizards and sorcerers. Their tools include a single race, cosmos magic, and ancient stones throughout the land, which connect it all together.

Heros are not like wizards; they can not cast domain spells, nor even summon creatures. Each hero has attained the highest level of study in magic, but must abide by this limitation: all magic is released only in combat. Fortunately, there are may conflicts to allow the would-be ruler to extend his hand by magic.

It may not look like much of a "world" to you, but to each hero, the land holds some personal promise of the future.

Will you lead your hero to victory?



This is a "wizards off" map, designed in the flavor of AoW1. It is also a "leaders on" map; if your hero dies, your game is over. Heroes can cast spells in combat, including combat and unit spells, but all other spells are too mana-costly to be cast. I may revise this map (or make one based on similar principles of "wizards off") that would allow heroes to cast all spell types (via the wizard casting the spell within the small domain around the hero). Let me know if this interests you.

I recommend you play the map with all human players only. Races are fixed, but spell spheres may be changed (recommend cosmos sphere for best availability of usable spells). Wizards are not supposed to be involved in the game, so it is recommended there be a rule that no attempt be made to free a wizard (though I don't think it is very possible anyway).


Map version 1.0 - May 31, 2003
Author: Talon-Thorn
Please send comments/questions to:
Final Version released May 31, 2003


Map inspired by AoW1 map, "War of the 12 Mages." Special thanks to Greenmonster for this inspiration.

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
Please note that this is a BETA version of the map. Final scenario will be released by May 31, 2003.
Map Design3.0
Playability: 3
The map was very enjoyable, although I have to say, TOO MANY WANDERING MONSTERS! I understand the reasoning behind it, but at a certain point it, at last in my opinion, became near to infuriating to deal with hundreds of stacks of 2-5 units each.

Balance: 2
There seems to be a problem with the AI on Emperor level and this "wizard's off mode". Most AI heroes stayed in their city and didn't move. The only one that did move, the goblin hero, was wandering around wrecking havok with a Kharugh, which was fun. Also, heroes seem to start off TOO powerful. Eventually my hero was utterly unstoppable in a short period of time (less then 20 turns) and he just mauraded all over map, became a little boring. Might want to give the human player pacifist or such, or everyone pacifist.

Creativity: 5
Excellent ideas, very good scripts and triggers.

Map Design: 3
Again, too many wandering monsters for my taste. The map was extremely attractive, although it felt very cluttered. It seemed there was overkill on detail and terrain sometimes.

Story/Instructions: 3
The story was fun, but over all a little lacking. The instructions for trigger activation were great.

Additional Comments:

I enjoyed this map greatly, but again, too many wandering monsters. More events explaing why there are razed cities would be interesting.

I am not sure how the AI likes having its wizard trapped. Like I said all but one sat in their cities waiting for me to come slaughter them. Maybe it was just a fluke thought.
File Author
As is noted in the scenario details, this map is NOT made for single player. It is known that the map plays poorly for single player, mostly because the AI can't figure out the various recruiting scripts, or the shipped supplies for the archons.

It may be worthwhile for me to convert some of the players into AI only, so you don't have to have 8 players in the game.

I've updated the map again (beta 0.03) to fix the startup diplomacy settings. They got messed up when I changed the order of play in a previous revision.

I have also set independents to "Normal" from "Aggressive" to help reduce the influence of independents on the game. (but need to update the map download for this change...just edit it yourself if you don't want to wait for version beta 0.04).

Balance is VERY dependent on good players. I think balance (with a few possible exceptions) should be good if the position is played by a human who knows what he is doing. First-time play of the map may not allow for the best results of a position, since knowing the map is important for optimal play.

[Edited on 05/02/03 @ 11:54 AM]

Galahad_2nd This map has a lot of great design ideas. All map makers should download it and take a look that the techniques that TalonThorn used. I love the Wizards Off idea of having the wizard trapped underground, and I've used TalonThorn idea for the Numenoreans in my Middle Earth in the Second Age map. Also, there are many clever Events and Conditions. Also, the map is interesting in that the sides are not cookie-cutter copies just using different races; each has its unique strengths.

But that being said, this is not a very fun map to actually play as it stands now. The biggest problem, as somebody else pointed out, is that the Independent units are far too strong and numerous. I've seen other maps with this same problem; that the player is forced to hole up for a few turns until all the Berserker AI units are gone, and save and reload often until he knows where they are and when they are coming. This kills playablility. Another problem is that the AI can't play a wizardless side very well -- although SM is better than AoW2, and of course it isn't a problem for an MP game. The other big problem is that this is a Small map which really should be spread out to be Large map -- it is much too crowded and busy for my tastes. There are too many objectives and too many enemies to deal with on the first couple of turns, and it is frustrating and confusing rather than fun.

I haven't given it a rating since TalonThorn says that it is a beta version, and hopefully he will post another version later. It has some really great ideas and techniques, and with more work it will be a great map.

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