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Downloads Home » Scenarios » Horseshoe Bend Falls 3.1

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Horseshoe Bend Falls 3.1

Author File Description
File Details
Ruleset: AoW: SM - TS Standard Rules
Map Size: M
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 6
# of players: 6
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
6-17-04: Minutes before signing off AOWII for good, I am posting my final version of this map:
Removed most of indies in center of map, added couple more bridges to greatly reduce move time between 2 center AI cities. Weakened guards at most of the miscellaneous structures. This will further decrease playing time and increase playability of map, with no loss to the fun. Players should start battling each other much sooner now. Take Care, and Good Luck all!
6-08-04: At the suggestion of Karfhud, I have made lvl 4's accessible at the 2 central AI cities, to make them worth conquering. Also added a couple magic catalysts, and Joulapouki's Crown (In memory of Lepakko, LOL)
In this version I have edited the map to bring the races into contact/war with each other sooner. I added caves/tunnels to each corner of the map, and brought 3 of the capitals a bit nearer the center. I also made ships more accessible to each wizard.
I am excited about these changes, as they have made the games move more quickly, making the map much more playable.

This scenario was intended for multiplayer games, but can still be fun for single player. What little dialogue is done strictly with signs, to preserve re-playability. The goal is simply to conquer the map, but set in an RPG type atmosphere. Powerful monsters are rare, especially in the beginning of the game, and I have made the game so that when you do get a strong unit, you really feel like exulting. Each wizard has a real challenge at the beginning of the game - in order to efficiently direct his rescources. You will have about the same resources as a decent start in a random map game.

Wizards are fully customizable. Level 4 units cannot be made, and there is no champion guild in your capital, so choose a race whose race-specific unit you like. It is recommended that each wizard choose one of the following races:

Tempest: Dwarf/Frostling
Arrianne: Nomad/Tigran
Serena: Elf/Halfling/Syron
Mab: Goblin/Undead
Yaka: Human/Draconian
Skulkan: Orc/Dark Elf

Any race of similar alignment could be substituted. Take peacekeeper if you choose a race not of the same alignment. Frostlings should only be used with Tempest. Be wary of choosing anarchist, especially if you are Tempest, Yaka, or Arrianne.
There is an Archon village ready to make Saints between Serena and Arriane, for those interested in Saints/Archons.
Wizards may choose any skills/spheres.

Good Luck and Have Fun!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design5.0
I loved this map. It looks very good, the latest mapmaking tricks has been used in a good way, and the terrain mix is also very well made.

There are no stupid roaming creatures, and sites have weak defenders wich makes it more fun early on in the game.

I played single player as Arianne with AI at Lord setting, which was a bit low. I suggest one the two higher AI settings for the opponents.

A few complaints : Some more custom heroes/items would have been nice (and perhaps some better names than "resistance +1 ring"). There's not much of a story, and not many events.

Final words : Great job on this map! Too bad you're not going to make another one... :(
lucretia96 nm

[Edited on 05/13/04 @ 05:31 AM]

Map Design5.0
I have only played this map once, but since we need some more reviews on (good) maps, this one deserves it!

Playability: 5
Dont expect a lot of action and quick decisions. The map playes slow because of the city limits and general design. A lot of indies have to be fought as well, to secure your realm. A lot of fun if you like long and epic games!

Balance: 4
A drawback of the city-limits is that summoning becomes more important. The player with a Bonedragon will have the odds in his favour very soon. For the rest, it seems very interesting!

Creativity: 4
I dont give a 5 because I didnt really saw anything new in this map (also mapmaking/story and designwise). It tops most maps by far, though!

Map Design: 5
Very crafty and detailled! Lots of nice mapmaking tricks and a care put into every hex!

Story/Instructions: 5
Enough, its more of a mp map, anyway

Com'on!! Play it! :D
S BattleAxe
Map Design5.0
Playability: 4
The map is extremely long, I have yet to finish a multiplayer game with it.

Balance: 5

Creativity: 5

Map Design: 5

Story/Instructions: 5

Additional Comments:

An all around awsome map.
File Author
After playing Rise of Kings, I wanted to make a similar epic map, but on a smaller scale and more playable.
This I achieved. This map takes about half the time as ROK usually did.
However, in my zeal to ensure that using a medium map for 6 players did not play too small or quickly, I think I overdid myself, as major battles between players don't usually break out till around turn 30. Capitals are actually farther apart than on many Large maps.
I have been kicking around the idea of editing the map, to bring players into contact sooner. If I can do it without having to alter/edit too much landscape, I will. I can't spend too much time doing it. I literally agonized over the placement of every rock/blade of grass in original version, and cannot afford the time to do that again. I think this is the only thing lacking in improving the playability. I will probably post it as a different version.
BTW, version 1.1 and the other one posted are the same... I messed up and submitted it twice when I submitted the first update.
Roger the Rampant This map falls into an awkward compromise between an SP map and a MP map, yet is not ideal for either. Don't get me wrong, this is a beautiful map, and I had a lot of fun playing it, but as some people are aware I do not believe that a beautiful map is necessarily a good map. To me the top criterion of a map is playability, and as an SP map this map is not even in the same league as Jamie's Battle of Creation or Battles of Creation: the Blackened Mire

A map with standard wizards, standard wizard messages, standard heroes, standard items, no story, a grand total of 16 events, no level 4 units, too much gold income, too many Production Resources, enormous quantities of units available for hire, and cities with defenders that aren't set to guard is never going to justify a rating of 5 in my estimation, particularly as a Single-Player map. It's just too easy!

As an online map I didn't find it very well balanced. Nomads seem to start in a very lucrative and safe position, corner location, surrounded by sea, oodles of income producing towns and furnaces, access to draconian cities with flyers. I found myself becoming bored as I positioned various units on recruitment sites and simply bought an army with the enormous cash income that it was easy to generate

Lovely map, very picturesque, fun to play initially, but no longer worthy of a 5 rating (since Jamie moved the goalposts) IMO

Playability: 3
Became boring, what chance is there of the AI mounting a serious airborne or water-borne attack?

Balance: 2
Not particularly well balanced - too easy

Creativity: 4
Visually there were some brilliant effects. Loved the penguins sitting on Magic Catalysts, which looked just like nests. The whirlpool looked great. Some terrain looked impassable but wasn't, other parts looked passable but weren't. Lots of interesting signs, but the events didn't always seem to back up the claims on the signs

Map Design: 4
Too many small details missing to make a 5 (heroes/items/wizards/wiz msgs/story etc)

Story/Instructions: 1
Virtually non-existent

Additional Comments:
Eye candy is great, but playability (and re-playability) is what makes the difference between a good map and a brilliant map. This map is good, and certainly worth downloading, but in no way is this the best map ever

[Edited on 05/01/09 @ 10:42 PM]

File Author
Hello Again!
This map was designed to be multiplayer, hence the lack of instructions or storyline. However, it is still fun in single player, best played with AI turned up to the highest level. Ironically, someone nominated this map for the single player voting while nobody nominated it for multiplayer.
I am dissapointed that this last review dragged down the rating on this map. It should be noted that I accidentally have 2 versions of this game posted for download, and the other version had several high 4's or 5's ratings.
The fact that a multiplayer map made it to the top 4 or 5 maps in the single player voting is a testament to it's beauty, which I am not ashamed to tout after spending about 150 hours designing and testing.
I have a more updated version with improved heroes that I will be adding soon.

Take Care,
File Author
Hello again,
I stand corrected, the other version had just 1 4.8 rating.
I am wondering if Roger did not have the latest version of my map, in which I had thought I had fixed the 3 issues he mentioned: passable mtns, non-guard set AI units, and no new heroes or items. I will update both versions of this map I have posted to the latest version. If you have an older version, you may wish to update to the latest version before playing.
As to the charge of having too many resources, or being unbalanced, I am not sure where that comes from. Each player has 2 nodes and 2 mines (adjusted for each towns crops or lack thereof), with a couple more of each type placed between each adjacent player or in the middle of map. This is about the same as would be generated in a random map game with avg settings, and significantly less than most custom scenarios.


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Map Design5.0
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Size:358.31 KB