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Author |
File Description |
NTJedi |
Posted on 09/22/03 @ 10:14 PM
File Details |
Ruleset: |
AoW: SM - TS Standard Rules |
Map Size: |
XL |
Levels: |
2 |
Single Player?: |
Yes |
Co-Op vs. AI?: |
Yes |
PBEM/Hotseat?: |
Yes |
Multiplayer Online?: |
Yes |
# of Wizards: |
8 |
# of players: |
3 |
Skill Level: |
Advanced |
Password Protected: |
Yes |
This is an XL map which will probably take between 200 and 400 days to finish. 2 archon wizards and a halfling wizard will need to work together fighting against powerful armies from 5 evil wizards which have their own plans for recreating this realm from the ashes. The evil approaches and this might be your greatest challenge yet.
Map is balanced quite well for multiplayer... the halfling wizard is in a more defensive position and the archon wizards are closer to the front lines.
Map is password protected for the first 30 days... then the password will be revealed inside this forums community.
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Author | Reviews ( All | Comments Only | Reviews Only ) |
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cyancurve |
Posted on 09/28/03 @ 03:25 AM
Playability: 3
(Insert Playability analysis here)
Balance: 3
(Insert Balance analysis here)
Creativity: 2
(Insert Creativity analysis here)
Map Design: 3
(Insert Map Design analysis here)
Story/Instructions: 1
(Insert Story/Instructions analysis here)
Additional Comments:
Dont feel much exciting playing this map. Stopped at turn 70 after finding item forge is disable and map is password protected. The center or the map looks like the center of AI. Some units keep popping up but I cant find an entrance to it, then I realize this is on of the so called *tricky* map but it fails to setup any hints to tell how to get into it. Personally, I dont like this sort of path finding map. Also, it is a good idea to use the RMG to generate map, however, the map represents something I hate about RMG. Too much blanks on the map. I want every inch of the map with something. Generally speaking, this map needs a bit more work before it can become an enoyable experience. |
vessicator |
Posted on 09/30/03 @ 02:33 AM
Playability: 1
(Insert Playability analysis here)
Balance: 1
(Insert Balance analysis here)
Creativity: 2
(Insert Creativity analysis here)
Map Design: 3
(Insert Map Design analysis here)
Story/Instructions: 1
(Insert Story/Instructions analysis here)
Additional Comments:
Probably one of the worst maps I have played. I totally agree with cyancurve with respect to his comments. At turn 95, all of my units are deserting even with good morale, WTF*ck. Is this a bug in the game or in the map. How come my so called allies do not build any level 4 creatures? The five enemy wizards do. Did you give all the enemy wizards all the death domain spells and mastery at the beginnig of the game? Yeah, thats fair. I feel that I've wasted my time on this map. The name that you gave (Survival) should be changed to (Masochist). |
Seeds |
Posted on 09/30/03 @ 02:19 PM
Playability: 5
This map is for players that like to play against incredible odds. Like Allanon, in Terry Brooks "Elfstones of Shannara", you are in charge of an elite army that defends their territory against uncountable foes.
Balance: 3
In the author's Description, NTJedi wrote this map is well balanced for MULTIPLAYER. Single players beware, use every trick you have learned against the AI. Your computer won't call you cheesy, it will just keep sending 3rd & 4th level units to crush you.
Creativity: 4
The map uses the tried and true way to beef up the AI, give it craploads more resources than the player.
Map Design: 5
As Cyancurve points out, it can use a little polish, but it keeps the player from amassing enough strength that they can forget about strategy.
Story/Instructions: 3
There is no story and the instructions are simple kill or be killed.
Additional Comments:
The points above are arbitrary, the scenario deserves IMHO an overall rating of 4. This is the type of map I like to play, it is not for everyone.
Single players will be fighting an uphill battle well past day 150. Keep in mind what your enemy will throw against you, for the most part Dark Elves, Orcs, Shadow Demons and Undead 3rd & 4th level units. The two races you can count on are Archons and Halflings, other races seem to be random.
Remember computer controlled allies can't be relied upon to protect you.
My empire was overrun before the 200th day. At the height of its glory, I had command of 8 cities; 5 with wizard towers, 2 with teleporters and all with strong garrison defenders. My killer stack comprised of 3 heroes (8-12th level loaded with magic items and enchantments), an angel, 2 engineers, a sheriff and a titan on their way to take "its so cold it burns" from a foolish enemy hero. I had a steady income of 500 gold and 85 manna per turn when disaster struck. Death mastery really sucks when combined with darkland, fire domain, and a few forge blasts. Really should have built those forcefields and researched disjunction. Oh well, I will start a new empire tonight and be victorious, or go to bed whimpering again. |
celestial5150 |
Posted on 10/03/03 @ 06:31 PM
Playability: 5
(Insert Playability analysis here)
Balance: 4
(Insert Balance analysis here)
Creativity: 3
(Insert Creativity analysis here)
Map Design: 3
(Insert Map Design analysis here)
Story/Instructions: 2
(Insert Story/Instructions analysis here)
Additional Comments:
This map isn't all that difficult for the veteran players. Sure, yer up against the tide of darkness, but AI is stupid. Just do/remember the following if you play by yerself:
- Avenger is > than all death units. An avenger + weakness = dead Dread Reaper
- Disjunct stuff like poison/fire domain and damnation b4 you go on the offensive against Meandor/Nekron.
- Kill Meandor/Nekron's heros early
- Mass confusion is your best friend
- Hint: Pick up bind summons
I went with fire/death and took over Vorsar's position, wacked the orc guy off the surface early and captured the city in the lower left corner of the map, and held potty port, and built nothing but avengers out of that place. I took Vorsar's place because they almost ALWAYS send all their units my way. I held the bridge with 10 avengers, 2 chariots, 2 heros, and 2 dragons I raised, against everything both of them sent at me. They managed to sneak past me once and attacked potty port with 6 BHs 2 succubi and 2 DRs, didn't stand a chance vs 8 avengers and 2 repeater ballistas, and one well placed MC.
Once I had an army of Titans and pegasuses (like 3 stacks worth) I went on the offensive and mopped them up. Without any worthwhile heros, their troops are just cannon fodder.
Overall, a decent map. |
cap708g |
Posted on 10/07/03 @ 02:27 AM
Playability: 4
(Insert Playability analysis here)
Balance: 1
(Insert Balance analysis here)
Creativity: 5
(Insert Creativity analysis here)
Map Design: 5
(Insert Map Design analysis here)
Story/Instructions: 1
(Insert Story/Instructions analysis here)
Additional Comments:
Don't listen to the complaints, NTJedi. Your map is awesome. Kept me playing all weekend. There is nothing balanced about it and that's just fine. For the first time in a long time I almost got my ass kicked by the AI. Good job. |
ZombieEater |
Posted on 11/12/03 @ 10:33 AM
Playability: 4
This map is tough going. This one is not for the faint of heart, and not for the builder-types. You'll have to come out swinging here and think up some good strategies. You'll probably have to take
advantage of some AI weaknesses to prevail. Hero development is also key.
Balance: 2
The AI throws massive amounts on Units at you. Even if you are the king of SP, it'll be a challenge.
Creativity: 1
The map is not much to look at. Vast stretches of not a lot, with few things in between. The XL part of the map seems to serve only to increase travel distances.
Map Design: 2
The few with little against the many with lots. Disabling the Item Forge for almost all cities was a good decision to crank up the difficulty a notch, or three.
Story/Instructions: 1
Survival - the title tels the story.
Additional Comments:
A major slug-fest against the AI, though it'll take a few turns to get there, but one you see the first Bone Horrors and Succubi headed your way, there seems to be no let-up. Can get frustrating easily, but success will be that much sweeter, and it'll force you to develop some expert strategies to get anywhere.
NOTE: the map computes as a 2 based on the individual ratings, but I'd probably give it a 3 overall - it's good for players who know what they're getting themselves into, everyone else should have a salt-shaker handy to add the necessary grains.[Edited on 11/12/03 @ 10:35 AM]
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A Former Lurker |
Posted on 03/01/04 @ 11:48 PM
Playability: 4
Well this was very fun and I love a good challenge. Good job with scripting to keep up the challenge.
Balance: 5
Come on people! I just read the guidelins this is not how you rate balance. The maker clearly defines how difficult this will be. This is what the balance is supposed to be and I liked the challenge.
Creativity: 3
Good and Bad, it is what you said you would get. You were creative in the sense of the challenge you provided and how the map was set up, however I cannot in good fait rank it 4 or 5 although you would more than deserve it if you concentrated the same effort on this aspect as you did with the others.
Map Design: 3
See above.
Story/Instructions: 2
I hate doing this. at first I gave it a 1, but that was just mean, there are no absolute faults, there just isnt anything here. (not much anyway). I would like to see other challenging maps from the author, but why not combine the best of both worlds?
Additional Comments: If your looking for a quick challenge and you dont want to be bogged down with details this is perfect for you! It is also very good at delivering exactly what it is supposed to. Dont let poor reviews stop you from giving this a shot.
Can you survive?
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HGDL v0.8.2 |
Rating |
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2.9 | Breakdown |
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Playability | 3.7 | Balance | 2.7 | Creativity | 2.9 | Map Design | 3.4 | Story/Instructions | 1.6 |
Statistics |
Downloads: | 1,874 |
Favorites: [] | 0 |
Size: | 488.70 KB |
Added: | 09/22/03 |
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