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Armageddon

Author File Description
ChuckisChuck
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?: Yes
# of Wizards: 8
# of players: 8
Skill Level: Advanced
Password Protected: No
Armageddon, the final battle between and evil and good is the essence of this scenario's story. There are eight wizards, three aligned as good, three aligned as evil and two neutrals. The geography is one large continent (Gaia) with a separated smaller northern continent (Northlands) plus a few islands. The game play is that all wizards start equally and all have balanced starting locations with each essentially able to claim their own surrounding lands and cities. After that its all about the tactics and strategy of each player. This map was designed with great attention to detail as well as with the understanding of the advantages and disadvantages of each race as it apllies to terrain. Two conditions when playing this map: The computer player's AI is to be set at the Emperor level (Anything less and the computer becomes too easy to beat.). The second is no use of the Call Hero spell (To ensure other players do not abuse this then keep this in mind; If any of the following Heroes "Dragor, Jafsar, Laladria and Lilly" are being used under a player's control AND were not resurrected then you know that the player has cheated and used the spell Call Hero...game over, he/she has ruined the game!). Other than that, I recomend that you keep a few units at your capital with your wizard and explore with caution but dont wait too long because someone else may have gotten to your "cities" and "goodies" and are now in the process of coming for you with overwhelming forces!!! So good luck and enjoy!!!

Now for those who want a bit of a storyline to go along with the "conquering" part of the game then the rest of this is for you...

A thousands years ago the battle of Armageddon was won by the forces of good but at the cost of many lives. With the Archonian Empire having already been weakened by the Archonian and Human Wars, now they faced a new threat, one from the dark underground and of pure evil, the Armies of the Undead. The threat was met by the Archonians as well as by the nature protecting Elves. The Humans came to realize the possibility of their own destruction as well and so they ended their hostilities with the Archonians and joined forces to stop the encroaching conquest of evil. However the Orcs had surprised them with the quick destruction of one of their oldest cities "Riverlong" and the Humans had all they could do with just being able to defend their own territories. The Goblins had also giving pressure to the Humans as well as with also their normal attacks upon the Elves. The forces of good were losing the War and it was just a matter of time for the world to become suffocated in darkness. A request for help from the Elven Queen herself was made to the Dwarves but nothing was ever heard from them. It was assumed that all they wanted was to be left alone with their mining of gold. The pivotal point of the war came when the Armies of the Undead approached the Archonian Town of Senthgil, the last stronghold between the forces of evil and open southlands of the races of good. The onslaught came at the onset of night with the forces of good being destroyed as well as the city itself. Although many Archonians as well as a few elves and humans lost their lives, many of the Undead that surfaced from the underground also were destroyed. This was very important for the forces of good. With many of the Armies of the Undead brought to surface and having been destroyed, this gave the needed opportunity for the Dwarves to break through with a tunnel underground to surprise and crush the remaining Undead cities and forces. At this time also the "Great 10,000 Dwarves Army" had sacked the Orcish Capital City and thus causing disorder in the Orcish Empire causing many Orc bands to resort to unorganized fighting with the forces of good as well as with themselves. As for the Goblins, they returned to their caves avoiding any further contact with the newly strengthening Elvish patrols. The forces of good won the War and light of life reclaimed the lands bringing once again peace to the continent of Gaia. A thousands years has passed and now once again evil as risen and this time led by the Orcs... The race of Humans have among them two powerful twin sisters who are also very powerful witches. With them the Humans possess a lasting right to lands and magic of the Gaia continent. Even the Elves who do not care for the Humans respect this claim because the sisters bloodline comes from both a Human mother as well as from a Elven father. Wise scholars believe that this is somehow connected to the Rebirth of Gaia or more importantly the balance of it since it was the Humans with the destruction of the Ancient Dragons that had caused the unbalance in the first place. Simply said... Without the Ancient Dragons, the world would become unbalanced and then every thousand years a large battle would occur to determine it's weight, that of good or evil.
Now one of those sisters has left the Human capital city "Watertown" and was seen traveling north. The last sighting was reported by a Human Scout on patrol near Witches' Cove. In addition the Scout reports that across the bridge over the Serpent River she was received by Orcish Heavy Calvary and rode off north with them with not fear but with purpose. Weeks have gone by when suddenly Orcish Armies were seen amassing north of Witches Cove. During this time Elves have reported frequent Goblin raids upon their outer settlements. The Archonian High Priest also worries, having had visions of forthcoming doom for the races of good. A group of Elves were sent to the old Ruins of Riverlong to confirm the Humans' reports while also attempting to reclaim a buried artifact under the ruins. In their journey this is what was discovered...the one sister who traveled north with the Orcs was under a spell, not by the Orcs but by a far more powerful being, a risen again evil, the Lord of the Undead. This being has secretly organized the Orcish Warlords under a female Wizard and with the control of one of the Human twin sisters is able to influence the other sister to cause the Humans to uprise against the Archonians. With all of this happening, the Orcs are preparing to attack the Human settlements along Riverlong and eventually push south towards Watertown. The Undead Armies are growing fast in numbers and soon witll surface to bring death to all those that oppose them. The Goblins are also aware of the plan and have made efforts to take over some of the Elven lands near Everrun. The news has struck fast and quickness has been made by the Elves to reach Archonia, the capital city of the Archons to alert the races of good and prepare for defenses. Also another element that was found out by the Elves is that a race in the Northlands called the Frostlings seems intent about "reclaiming their lands as one" which the Elves, only the Elders seem to know what this really means. As for now the War as begun and only time will tell for the outcome of this Armageddon.
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Jero
Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
Playability: 4
(After playing alot of the other scenarios on this website, Armageddon is the best so far. While most scenarios focus primarily on large military numbers and global conquest to complete the scenarios, Armageddon does not. This scenario requires expert strategic militaristic skills as well as numerous contingency plans to succeed.)

Balance: 5
(All players and starting locations are equally fair and balanced. All players have about 5 cities each and one ruined city. Each wizards domain overlap eachothers when wizard tower level 3s are built, however no enemy domains overlap your capital city.)

Creativity: 5
(Only on this map have I seen the AI players cast multiple global spells and really challenged my level of game play. Also, the game never slows down to become tedious and boring. From day one and on you will be in conflict with either AI foes and/or independents. I've yet to conquer this map, however I did notice every time I replayed it the gameplay was always different.)

Map Design: 5
(Think you can leave your back cities open? Think again! This map has no corners, nor does it have "Safety Edges". Your enemies may beseige any one of your cities from multiple routes. I thought the North Land Mountains would have acted as a natural wall or barrier of protection and moved units out of that city to reinforce another. I was wrong!)
Story/Instructions: 4
(While it is easy to see that Armageddons creator loves storytelling, I sometimes felt like some of the signs were a bit long and over drawn. The stories do, however fit into place and add excitement.)

Additional Comments:
(You haven't played AOW2 to its full potential yet until you have played Armageddon. Unlock the mysteries of AOW2 and experience how AOW2 was meant to be played!)

[Edited on 06/01/03 @ 07:36 PM]

omega
Rating
3.4
Breakdown
Playability3.0
Balance1.0
Creativity3.0
Map Design5.0
Story/Instructions5.0
I like the storys that are around on the signs. However, I find it impossible to understand why the previous reviewer said it has perfect balance when one side and one side only is given the COSMOS SPHERE !!!
ChuckisChuck
File Author
For those who read reviews...

A review is an opinion, nothing more and nothing less. When it comes to choices which we are uncertain about, it would sometimes be great to have a "review" make that decision for us. However, we all are different. One difference that we share in reference to this game is how we play, which is also one of the reasons why AOWII is such a great game. As designer of this scenario "Armageddon", I took this into account when creating this map. Now, for those who do read reviews, I would like to return comment to the two recent reviews as well as give thanks to both "Jero" and "Omega" for their time and input with their own reviews. Also, I would like to explain further how I intended the scenario to play.

Jero's review is informative and gives indication that the reviewer has played it well enough to understand that it is a game of quick action and strategic battling. Although he mentioned that he did not seem to care much about storyline, I would like to comment that I think storyline is very important to this kind of game. A storyline gives added imagination to a scenario and makes the "exploring part" more fun. Also, with this scenario, the storyline occurs at the introduction and on signs only, there are no "pop-ups" to interrupt the game, therefore leaving the player a choice to either read a sign (for story) or not. Enough said.

Omega's review, although brief is also worth noting. The reviewer makes a direct comment to the balance of the game by saying "only" one player is giving the "Cosmos Sphere" therefore making the scenario unbalanced, thus a score of 1. I am not sure of this person's gameplay or whether if this person played at the emperor level as directed in the game's introduction or even has played it enough. The review seems more to be directed at Jero's review and not the scenario. Whatever the case, I am sure Omega has justification for the review and the review is still welcomed, I guess... but a "1".

Now, without trying to give away too much information about the map's design to any potential new players, I would like to say a few things about the balance and the intent of this scenario. This scenario is simply about battling it out, good vs. evil with a couple of neutrals to make it interesting. The neutrals playing in this scenario, I think have it the toughest, being that when it comes down to it, they are either up against three good or three evil or maybe all six. One neutral has the advantage of "geographical location", while the other "the Cosmos Sphere player", is somewhat in the middle of it all. Now, when you take in accordance all other advantages and disadvantages such as race and wizard abilities, terrain, and random things like camps, well then, the reason comes clear why the one player was given the sphere of Cosmos. In case this is not enough, also consider that this game plays quick but also long enough that when one player may seemingly be on top of the "Reputation Ladder", that player can turn around and be quickly made "Average" with losses from only a couple of big decisive battles. I do assure to all new players to this scenario, that this scenario has been well tested and played with games lasting well above the 100 day mark. Although orginally this map was designed for myself and my friends as a multiplayer map while also making sure the computer players grow to become worthy adversaries, it also works well for a single player. One thing that is important while playing this map as a single player; try and reach out to your other alignments. Trade can be an important strategy that can make all the difference between winning and losing. In essence, trade between players of differing spheres can "equal" the battlefield if there is a lone player out there of the "Cosmos sphere". Also, the signs with the "historical stories" on them have a peculiar way of having "history repeat itself". This may give one a little insight on how and where attacks may occur. This idea was somewhat part of the design of the map, which during some of the tested games did happen in a neat way.

As I said earlier, the scenario is about battling it out, so be creative in your strategies and just have fun. I do want to state that a computer thinks like a computer (limited programing), and the level of difficulty for this scenario is to be set at "emperor" with no use of "Call Hero" spell. Although computers have come a long way, the human mind can still out think a computer (common sense), and therefore with games like this, we should try to give the computer players every advantage to try and kick our butts. Finally, I would also like to add that in planning this map, the geography is what I would like to think is "real world", meaning sensible transitions between terrain types as well as being able to "sail around the world" for that, "its own world by itself" feeling. Also, little things like all cities having cropfields and no "seeing on the other side of a cavern wall without actually having been over there" were also taking into account. In short, I am a strong believer in creative but also logical design.

Well, if your are one who as taking the time to read this and have played or will be playing this scenario, then I thank you very much for your time and interest. I normally try to keep comments brief but any scenario creator for this game will tell you; you can spend an incredible amount of time in designing a map and still seem that its just not quite done. As for this scenario, I have spent much time in designing it and hope that you will enjoy playing it as much as I have in both creating and also playing it.

Sincerely,
ChuckisChuck

[Edited on 02/24/05 @ 07:29 PM]

todzo
Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity4.0
Map Design5.0
Story/Instructions5.0
Playability: 5
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 4
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

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

Additional Comments:

This was a great game...felt like a challenge, but definitely doable...I had things pretty much wrapped up around turn 150 with 4 of the other opponents destroyed and the other 3 quite weak...fun taking a hero to 30th level too! Enjoyed it a lot, look forward to trying it again...probably could have won sooner if I had discovered the dark elves earlier.

Magog
Rating
4.2
Breakdown
Playability5.0
Balance2.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
Played the map as elves, which turned out to be a good move since your neighbours are the very strong Archons which are easy to get allied with.

In the beginning there are several annoying independents running around or guarding areas. I've never understood the charm of this, maybe I'm the only one...

Someone complained about that the signs had too much text in them, but personally I thought it was fun to read those little stories. The opening story however is way too long.

About balance... It's always difficult to achieve total balance on a map, especially if your intentions are to make a map that is for both SP and MP. This map is a little easy for SP actually, but may very well be perfectly balanced for MP.

The map layout is great and the graphic details are of normal standards.

Another tiny thing... A few magic relays here and there would have been nice...

Anyway, I had fun and played this map for several hours and that's what it's all about, right? :)

[Edited on 06/19/03 @ 11:39 AM]

Thundarr
Rating
4.4
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design4.0
Story/Instructions5.0
Playability: 4
(Insert Playability analysis here)
The terrain was varied a gave a very good feel. My only critism is that the underground did not have any lights so it is very hard looking at the map underground after a while.

Balance: 4
(Insert Balance analysis here)
Balance was normally pretty good but the Archon's have a definite advantage over the Humans on the map. Those are the only 2 I played. Too many resources for the Archons allowed level 4 units too early in the game. The other neutral race the frosties also looked to have an disadvantage but that could be because the AI can't do boats.

Creativity: 5
(Insert Creativity analysis here)
Excellent. Lots of fun independents that kept things lively early on and indpendent cities with their own storyline. Signs were also a great feature.

Map Design: 4
(Insert Map Design analysis here)
The only dig is the underground had no lights to make it easy to see.

Story/Instructions: 5
(Insert Story/Instructions analysis here)
I normally don't read stories except for the ones built into the map proper.
Additional Comments:
Just tweek the neutrals and this is a great map.
ChuckisChuck
File Author
For all those who have downloaded Armageddon and for those who may in the near future...


As Armageddon reaches the "1000" mark I would like to take this opportunity and say "Wow with a big thanks!". The current number of interested players along with the welcomed reviews provided me with a great "return satisfaction" for having spent the long and many hours in creating the scenario. Now to those interested, I would like to bring to attention a few things concerning the design and gameplay of this scenario.

First of all, "Armageddon" was planned as a multiplayer scenario although almost any multiplayer can be played as a single player but not necessarily vice versa. The reason I chosed this direction is because a good multiplayer map serves as a "playing field" for either single or multiplayer and most of all, repeated play. Think of it as a soccer field, as well as the game of soccer itself. Yes, the field stays the same, the rules also, but how many times does one continue to play the game. If the concept is good and there's an opponent to challenge, then it is pretty much any time you're in the mood. In summary, I designed this map with this intention, "a playing field", and it would serve those like myself who desired a straightforward but highly replayable multiplayer map.

Now in my opinion I believe that this type of map is probally the most difficult map to create, especially for reasons of balance and replayablity. Yes, terrain must look appealing as well as a little storyline would make a nice touch, but man, balance is tough! One could grid out the cities and "goodies" and make everything equidistant, but how boring would that be, so therefore "the challenge is borne". In creating this scenario I tried constantly to keep the attributes of each wizard and race in mind. The variety of each is what makes this such a great game. Think about it. Yes, Dwarves can climb and "hide out" on mountains as well as see farther underground (nightvision), but man are they slow and none of them can swim. Elves move quickly through the woods and damn those quick to upgrade Elven marksmanship one archers! But hey, what about those spooky Undead with all of them having the "Undead" advantages not to mention the big guy himself, "The Dread Reaper", being a serious contender. The list goes on and on, so I hope you get the picture that to balance a map that really makes good use of the uniqueness of each race and their approiate wizard is as I said before... tough!

Now in designing this scenario I used a few guidelines. One is the number of cities. I feel that the number of cities should average about 4 to 6 per player. (Ex. Let's use 5 which multiplied by 6 players equals 30 cities.) Yes, it doesn't sound like much but trust me it works. It gives enough to begin with while later on, it doesn't become so much to account for that it becomes ridiculous of still truly trying to finish the game. If you check out the official scenarios that came with the game you will see that this seems to be in accordance also. (See "Belendor's expedition", "Mountain siege" or "Yggpolar's curse".) Another guideline is that for each player, I place the same number of "goodies", (camps, resources and etc.), for each in each player's planned region. I keep this just to a few, keeping in mind that the scenario is about battling it out and not about a ton of "goodies". One thing I can't stand is when a map has "tons of stuff" about when only a few are needed. It becomes "oh another one, how nice" that when the battling begins those things usually become secondary or are left alone. In regards to mines and nodes, I use about the same number as there are cities per player maybe less but never more. Have you ever played a game where you had so much gold or mana from too many sources that you couldn't even use it quick enough... what's the point? What about budgeting choices, it makes for a great element in a game.

Now a word about what I like to call the "three devices" which are teleporters, magic relays and houses of healing. I purposely did not use any of these in "Armageddon". Honestly I don't care for them.

Teleporters can be easily guarded and can be where most of the action occurs. I like to use varied terrain with towers as locations for battles other than at cities. Also, have you ever sent a party to raze a teleporter at the "far one" from your domain so now it only becomes "one way", meaning you can send out but the enemy can't come to you. Yes, if you're the enemy you can rebuild the structure, but do you really want to have to spend the time and resources for this inconvience. I just dont care for it, and so I dont use them.

Magic relays I think make it too easy. Those who care not to take the time and money to build a Tower III or an additional Tower miss out on this kind of challenge which again is another great element of the game. I feel your domain should be earned, not to just; "Hey look here, a magic relay now I can use magic to attack your city without spending the time to expand my domain or even use a hero for that matter!".

Finally, the last of the "three devices", the House of Healing. This one I think is a joke. That's what priests are for, plus it also makes for this all time pathetic tactic. An enemy army is near a House of Healing and with plenty of movement points left in your own army, you attack them knowing the odds are against you for winning. What you do is when your units get near dead, you retreat out of the tactical map, and then when all your units have left the battle you move into the House of Healing again but then to turn around and attack that same already weakened enemy army in the same turn! Do it again if you need to or can, and voila, victory is yours! So again I don't use these, plan your attacks and accept your losses.

So these are just a few guidelines I used in creating this map and like I said, these are just guidelines I used. There are others things I keep in mind but that is pretty much the foundation I used for "Armageddon". As everyone has their own stye of playing, so does every designer have their own style of creating a scenario. I hope I haven't offended anyone and like I mentioned earlier that these comments are in regards to the type of scenario "Armageddon" is, and why it is, and what suits me.

Well, if you have read all of this, then I thank you very much for your time and interest. I have other ideas for future maps, so if it seems we share similar styles of gameplay, then maybe all of this has been worth it. In the end, I hope we all had fun.

Sincerely,
ChuckisChuck

[Edited on 02/25/05 @ 11:46 PM]

ChuckisChuck
File Author
Nevermind.

[Edited on 02/24/05 @ 05:41 PM]

JNL
Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
Playability: 5
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 5
(Insert Creativity analysis here)

Map Design: 5
(Insert Map Design analysis here)

Story/Instructions: 4
(Insert Story/Instructions analysis here)

Additional Comments:
Nice looking map,fun to play. A good strategic game.
I played this after downloading it to AOW Shadow Magic.
camelrider
Rating
3.8
Breakdown
Playability4.0
Balance3.0
Creativity4.0
Map Design5.0
Story/Instructions3.0
I just wanna say I'm really enjoying playing this map, one of the best I've played for age of wonders 2/shadow magic. Conceptually brilliant in so artful ways, although I can complain that the story is being told through signs stuck in the ground - and the least one could do is change the wizard names around. But I guess that's not your cup of tea.
And again - brilliant map. Really inspiring.

Additional Comments:
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Rating
4.2
Breakdown
Playability4.4
Balance3.4
Creativity4.4
Map Design4.8
Story/Instructions3.9
Statistics
Downloads:8,619
Favorites: [Who?]0
Size:302.05 KB
Added:05/27/03