Age of Wonders II Heaven Julia with Gameplay background
Downloads Home
Review Guidelines
Main site
Code of Conduct

Advanced Search
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files

Downloads Home » Scenarios » Bewitched Land

Download File Post Review Post Comment

Bewitched Land

Author File Description
Violet Lev
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: 8
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
Bewitched Land is scenario that is more oriented to war than to story line and quests. Eight wizards will begin to fight for dominance since start.
Shadow Magic staff is excluded from this map, i.e. there are no such races and Shadow World. Map has only two levels and most action will take place on surface.
I do not think that eight player map can be balanced in principle, because of each winning chance depended upon all players behavior. However, I do not know what player has initial advantage.
Scenario involves aggressive independents. However, you can simply remove them in editor.
Map has consistent realistic terrain style with out extravagances. I tried to recreate more medieval human realistic style than ancient style.
There are not very many cities on the map, but enough mines and power nodes as well as ruins. I tried to keep balance to prevent boring. So, map is designed for fast play with quickly turns even it is XL with 8 wizards.
Please, give suggestions and comments about the map. I will compare my vision of map with reviews.
Remember, map does not forgive strategic mistakes.
AuthorComments   ( All | Comments Only | Reviews Only )
Violet Lev
File Author

I supposed, that big distance between town increase playability, because of importance of one town. You should plan all very carefully. And redundancy of towns increases routine. What do you mean under “detailed”? Is it only landscape?
Sir Lazyborn XXL Lev,
Computer may rethink it's strategy every turn. And the more turns it takes AI to reach it's goal, the more chance that it will retreat. AI calculates the difficulty of it's task and sends certain amount of troops to fulfil the task. So it's obvious, that before it may reach the goal, lot's of things may happen. This is the common problem of lot's of XL maps I played.
Well, I didn't say that your map is bad, did I? You used a standart thick brush to place flowers and stones and trees on the map. I saw better landscapes. Your's just good.
Violet Lev
File Author
People have different oppinions about what map desing they want, Merk and Frall liked this map for example.

Post Review Post Comment

HGDL v0.8.0

Forum Username:


Create a new account
Forgot password?
Map Design3.3
Favorites: [Who?]0
Size:216.55 KB