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Author |
File Description |
ChuckisChuck |
Posted on 05/22/04 @ 04:41 PM (updated 06/10/04)
File Details |
Ruleset: |
AoW: SM - TS Standard Rules |
Map Size: |
M |
Levels: |
2 |
Single Player?: |
Yes |
Co-Op vs. AI?: |
No |
PBEM/Hotseat?: |
Yes |
Multiplayer Online?: |
Yes |
# of Wizards: |
7 |
# of players: |
7 |
Skill Level: |
Any (depends on AI difficulty setting) |
Password Protected: |
No |
The Art of War scenario is a map designed for both aggressive and strategic play. Although a medium size map, the map plays lengthly enough (at Emperor Level) while also providing for relatively quick encounters. The map consists of seven players; one of Pure Good, one of Pure Evil and five Neutrals. The domains for each wizard have been strategically placed with one in the Shadow World, two in the Underground and four on the Surface World. Each surrounding region caters to each wizard's domain, thus giving a sense of political control and logical terrain. (Ex. Race of nearby towns, sphere of nodes and etc.) The terrain itself has been designed with a sense of realism with interesting waterways and mountain ranges thus allowing for tactical play. Although the map's obvious features are predetermined (starting locations, armies and etc.) there is some randomness. Such randomness includes distant towns, defenses, gold/mana rewards, patrols and of course the "goodies" themselves which all in all could provide a differing pace for each new game without upsetting the overall balace of the map. In summary, Art of War is a map designed for intense play whether for multiplayer or single player and as the infamous saying goes,
"Keep your friends close but keep your enemies closer".
Map updated 10 June 2004
Map features and notes...
- Customized Wizards with each their own unique and approiate abilitities and sphere of magic.
- Customized starting Hero along with a few others mixed in with some of the old classic ones. (Why not, they need a job too.)
- Customized magical items with also some of the old classic ones. (Hey, there was a sale on them.)
- Varying population limits on all but your capital. (Planned with the idea in mind to reduce the amount of incoming gold and to have longer construction times for farther away towns. This also works great when if you should lose a village or town. This would not be too much of a loss for you as well as not too much of a gain for your enemy except strategical. It also promotes the production of lower level units even when the game has advanced to the use of higher level units.)
- Each race is intolerable of all the other races. Call it "politics" but what this means is that you will receive heroes of your own races except for those that have been specially designed. Also you will not be able to keep control of different race units except by group force. (I use to hate it when if you were playing the Tigrans and a Frostling Hero would come to join your cause... is the Hero on vacation?... yeah right, hope the hero brought some suntan lotion!)
- There is no neutrality. Every player is at war with everyone. Therefore, the only real diplomacy is deception!
- Strategic use of terrain and racial abilities. Each race is placed against other approiate races. (Ex. Human Knights with their "Dragon Slaying" ability vs Draconians with with their "Night Vision" ability.)
- No use of Call Hero Spell please.
- And finally for those who enjoy a bit of a storyline, there are both entertaining and informative signs scattered throughout the lands. Also, there are backgrounds for each wizard and for certain heroes. An introduction to the scenario is written below.
Well, that's it, so I hope you have fun!!!
ChuckisChuck
Now for those who enjoy storylines...
The Art of War takes place upon a small continent know simply as Urth which in the Ancient Tongues means "the surface world". This name derives from the fact that the mountainous lands contain many caves which most lead to an extensive underground. At the center of the continent, towers the Great Mountain whose presence commands the surrounding lands. It is here where hidden springs give birth to the Enchanted Valley as well as providing for other fresh water sources. Urth possesses very unique features, most notably the Great Mountain, however the inhabitants know all too well that anywhere on the continent, life can be either hospitable or unforgiving.
For centuries there has been primarily peace across the lands of Urth. Home to the oddest as well as sometimes dangerous creatures, the "surface world" is also host to four very differing societies. In the north live the cold loving Frostlings. In the western lands, the Humans lay claim. To the far and arid east survive the tribal Nomads. And south, past the Enchanted Valley, is the Archonian Empire. Two more races exist on Urth and they dwell in the underworld. They are the self waring Tigrans and the rarely seen Draconians. But now comes forth a seventh race. A strange and destructive force, one of pure evil. They have come to be known as the Shadow Demons.
Arriving from a dimension known only as the Shadow World, the Shadow Demons bring with them death and destruction. They have been seen traveling to and from the lands by use of these structures know as portals. For centuries these portals were left hidden and thought to have been just ancient ruins. Now, with fear, they are watched. Very little is known about these strange and foul creatures, however none the less, they must be dealt with before it is too late. But what the Shadow Demons have also brought is a renewed sense for war. This war will be of epic proportions, affecting all of the inhabitants of Urth.
Until now it has always been that the Archonian Empire were the strongest rulers of the lands. Most likely they will be the first to respond to the threat of the Shadow Demons. But as for the others, their position remains to be seen. The Frostling Queen Aria would like to remain isolated from the impending doom but knows this will be unlikely. The Tigrans with their methodical leader, Efiri, sees this as an opportunity to maybe join with the Shadow Demons and drive out the Nomads from the surface lands above. However, this will not be easy. Terah, Princess of the Nomads, has dealt with the Tigrans before and the Nomads are known for their unique strengths in survival. At the western end and like the Tigrans, the Humans also see this as an opportunity, at least Wareet, their self proclaimed king, believes so. He feels he can use his armies to try to "protect" the trade routes among the southern and eastern regions. Of course, this would be for a fee. As for the mysterious Draconians and their Chosen One, Socmyos, they know that the Shadow Demons desire only conquest and death and nothing else. They also know that because of this, all of Urth will be in turmoil, leaving them with no choice but to take part in the struggle for Urth.
Only time will tell as for the outcome of the war. This war will be about conquest and it will be about total annihilation, there will be no neutrality. The faring wizards have arose to power and each with their own agenda. Each wizard brings magic as well as their own armies. But also and with sword in hand, each of them know all too well that with war there is opportunity...
thus this Art of War has begun.
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Pages: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Steamrobin |
Posted on 05/11/12 @ 05:45 AM
Playability: 5
Played with nomads at emperor, it was quite impossible to win. Actually, I have to try again later at this difficulty level and hope that I'll have better spells in my next spell book. At king difficulty, it was very challenging, like it should be for every maps...
Balance: 5
I ve played twice with Nomads and have to micro-manage this nation to win. Each decision is important and each turn is interesting til the end.
Creativity: 5
The most creative map I ve ever played.
Map Design: 5
Very polish and eye catching. The best I ve ever seen
Story/Instructions: 5
The storyline is deep and perfect. The nombreous sign's texts, here and there are really funny and give a great pleasure to play.
Additional Comments:
The kind of map that could be put in the retail version. More of that, if only one map should be present in the retail version, it should be this one ! Many thanks to he autor.
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Pages: « First « 1 [2] |
HGDL v0.8.2 |
Rating |
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4.6 | Breakdown |
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Playability | 4.6 | Balance | 4.5 | Creativity | 4.7 | Map Design | 4.9 | Story/Instructions | 4.4 |
Statistics |
Downloads: | 7,000 |
Favorites: [] | 1 |
Size: | 327.59 KB |
Added: | 05/22/04 |
Updated: | 06/10/04 |
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