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Downloads Home » Scenarios » AoWII-SM: Lord of nightmares

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AoWII-SM: Lord of nightmares

Author File Description
Dan Donnard
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: 4
Skill Level: Advanced
Password Protected: No
This is a SM-adaption of Jason Hickman' s great AoW I - Scenario:

The task is simple: Battle your way across the map and be aware of all the others who try the same.

After taking over your own continent of Azroth, you, Lord of Nightmares have established a bastion of evil on a small island off the coast of Yrndia. Now you have secured a beach head in the realm of the Human Races and are ready to begin your conquest. You have heard that there is a race below the earth here that may aid your invasion. The races of Yrndia are trying to hammer out their differences and band against you.. But you know that the powers of Necrull, god of death and decay are with you, their nightmare has just begun......

This is a XL-Map with an underground and a shadow-level. It should take you quita a while to conquer the whole map due to the "good" races, who are very strong. They will try their best to block your invasion :) So be aware....

The map contains all 8 races, but only the "evil" ( except Shadow Demons ) are playable.

So, have fun


Dan Donnard
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design4.0
Playability: 4
(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: 3
(Insert Story/Instructions analysis here)

Additional Comments:
I only tested the Map in single player and would advice to rise the difficulty of the "CPU-Only" Parties a bit.
The map seems to be well balanced and is imho quite suited for multiplayer games.
The problem in single player mode is that the computers send one strong stack against you early in the beginning and then thats it. Your starting armies are enough to handle this early assault and afterwards once you start expanding with normal speed you tend to quickly scare the next CPU player into his hometown while you take control of the sourrounding area.
You can make it harder for you by refusing to ally with the other evil races, otherwise the good guys will need quite a lot of luck.

Improve the defenses of the City cluster on the shadow plane or maybe even remove some of them.
It is too easy to grab them early in the game.

Well as i said make the CPU players stronger. More Cities will give them the required unit production which they need after the initial battles.

Maybe you should reevaluate the dragon nests on the map. Four Dragons and two hatchlings for sale gives any human player quite an edge over the CPU enemies.

You could of course rise the threat level in the field of CPU magic use. If you give them some usefull domain spells and nasty stuff like anarchy, forge blast or city quake together with enough magic nodes, then they will probably be more of a pain through the mid to end game.
I admit that I dont have the casting specialist levels of the cpu guys on my mind writing this, so if you alrdy made them quite good magic users shame on me, but in the game I was never really threatend magically by the computer adversaries. Maybe they somehow just dont use what they have.

Minor notes
- maybe the Dark Elves beachhead town should have four archers as initial defense and not four swordsmen.

-For some reasons all independent parties are colored in green not grey.

Thanks alot for this great map and all the work and time you must have inversted into it.

[Edited on 03/31/04 @ 12:45 PM]

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Map Design4.0
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Size:252.46 KB