Author |
File Description |
Nechaef (id: Arsiel) |
Posted on 10/09/03 @ 08:10 AM
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?: |
No |
# of Wizards: |
6 |
# of players: |
2 |
Skill Level: |
Expert |
Password Protected: |
No |
The names of the wizards have been inspired by M. Moorcock's Eternal Champion.
Two incarnations of the Eternal Champion have to battle the lords of Order and Chaos.
Caught between the different Lords of The Higher Planes the two Champions of Balance have to fight for their survival. This is the Conjunction of a Million Spheres where the future of the Multiverse is decided...
p.s. give your ally a sanctuary and a Masters Guild so he builds his 4 th level units..
p.p.s. Please do not use the summon hero spell
bugs can be reported to arsiel@hotmail.com
i included pictures of the 3 levels in the zip
the map is quite hard to finish but possible when playing with a human ally around day 100 |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
Nechaef (id: Arsiel)
File Author |
Posted on 10/10/03 @ 03:58 PM
All feedback is welcome, the people playing the map will see that i didnt give the custom heroes stories, this is mainly because my english is to rusty and that i make to much grammar and syntax errors, i see them but i can't correct them... |
cyancurve |
Posted on 10/13/03 @ 07:29 PM
Playability: 5
(Insert Playability analysis here)
Simply the best AOW:SM so far
Balance: 5
(Insert Balance analysis here)
Balance is good. You have space to build up. AI will build some very strong army and post a challenge later.
Creativity: 4
(Insert Creativity analysis here)
Map Design: 5
(Insert Map Design analysis here)
The landscape is beautiful and full of content. Basically every inch of the land is filled with something. Lots of sites, ruins, structures and independents. You never feel bored in exploring this map
Story/Instructions: 4
(Insert Story/Instructions analysis here)
Additional Comments:
Man, if this is your first map then you have some real talent in map making. I would really love to see more maps from you:).
Suggestions:
I played normad. so the map is a bit too defensive thus a bit easy to me. Mountains and water guard my base. The conflict came a bit late when I invaded into evels land and the evles brought some fairy dragons and angels. That was when the fun started. If the map was a bit more open, than it would bring more challenge to veteran players.
Conclusion: personally I really like this map and think it is the best so far. I wish to see more maps from you in the future![Edited on 10/14/03 @ 03:41 AM]
|
Nechaef (id: Arsiel)
File Author |
Posted on 10/14/03 @ 06:15 AM
Thanks cyancurve you made me blush.
If you want a more difficult map load it in the editor, change the alliance settings, allie the 4 cpu players and make the 2 cosmos cpu players specialists.
That was the intention in the beginning of the map.. |
cyancurve |
Posted on 10/15/03 @ 04:15 AM
Arsiel,
Allying 4 AI players is probably too challenge:). Just dig a few channels in the south moutain of nomad base will be sufficient. |
Nechaef (id: Arsiel)
File Author |
Posted on 10/15/03 @ 06:53 AM
I take it that he (the elf) didn't send flying units over the water and the southern mountain chain, when testing sometimes (2 or 3 times) he didn't do that why does the AI refuse to obey my orders is one of the main mysteries in life.
And yes digging the channels would do the trick I think but... even loading the map in the editor gives me cold sweat (the number of times i have seen the opening screen of this map escapes my feeble grasp of reality and my co-tester flat out refuses to come near the map for the comming millenium) but .. if there more suggestions and/or bugs then I will do this i'll just have to bribe (again) my co-tester... |
A Former Lurker |
Posted on 03/01/04 @ 11:42 PM
Playability: 4
I had a lot of fun with this, in some aspects it felt that perhaps a tad more testing could have been done, but for the most part it was a blast.
Balance: 5
I felt it was very well balanced.
Creativity: 4
Quite good, I liked a lot of aspects here.
Map Design: 4
Reading some of your comments I felt that perhaps things were supposed to unfold a little differently than they did. I'm sure a few tweaks here or there would put it over the top.
Story/Instructions: 3
I had to dock a few points regarding the hero descriptions. The most fun about the map is the playability and fun factor.
Additional Comments: I know i'm being a little vague, its been a while since I played this map but i'm endevouring to review all the ones I played and enjoyed, this was one of them. I just read about this being your first map, very nice!
|
Horza666 |
Posted on 05/19/04 @ 10:34 AM
Playability: 5
This map is lots of fun in SP and PBEM MP as a Co-Op map. Once the AI gets the point it is a real thread.
Balance: 4
Only 4 points, cause if your starting heroes collects the right items early they get to powerful (playing against the AI)
Creativity: 4
Lots of special ways to conquer the map. The shortest way isn't always the easiest.
Map Design: 4
Everything in there.
Story/Instructions: 3
Hero descriptions are mising, but this is not that important. The maps goes along with a basline as story.
Additional Comments:
I will play your map Endtimes next. Keep em coming !
|
Timelord |
Posted on 11/05/04 @ 08:31 PM
The map design as a whole was very good and I liked that we have to get through very tough guards to explore different parts of the map.
What was not good or needs improving are -
- remove fourth level units from recruiting places or if they are random, set them to average. These can give too much of an initial boost. Same with those dragon nests.
- too many heroes in the initial phase itself. Since my ally doesn't recruit his hero, I get an extra one there too.
- Make the AI more active in player's realms in the early stage. This will prevent building up and taking on the AI with uber-armies, which is very much possible.
The third and first are the most critical, I feel. Otherwise, there seems to be no challenge for a human player (atleast I felt it that way) and it becomes very easy.
Thanks for the map Arsiel. |