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Downloads Home » Scenarios » Centralaeon Upatch V2 (no walls)

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Centralaeon Upatch V2 (no walls)

Author File Description
Roger the Rampant
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: L
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 4
# of players: 4
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
This is a slightly edited version of the classic AoW2 online 4-player map, Centralaeon. These are the things to watch out for:

A) Don't forget to explore the cave near your capital thoroughly
B) There are area guards on the water now - only a little dragonfly, but best not to send injured heroes exploring alone, anyway...

These are the changes I made:
1) Deleted and replaced the underground towns, hoping to stop the out of sync error when the first underground town is captured
2) Removed haste berry trees near underground teleporters
3) Changed underground teleport route so it doesn't lead to capital cities
4) Removed spawned units that were generated during the game
5) Removed central haste berry trees
6) Wizards are no longer specialists by default, to stop mastery spells (but all wizards are fully customizable anyway)
7) Put defenders on a lot of resources, and put guards on towns so that you have to take them by force
8) Increased the defenders on the secret teleports to the central town, from 1 rift lord to 3 rift lords
9) All capitals are on steppe now, so you can play any race from any starting position
10) The underground rock has all been changed to mud, so you can tunnel away to your heart's content
11) All nodes have been changed to random nodes

Here's the original story:

Long Ago, a powerful wizard called Armeia built a city in an area rich in magical energies. Here, a natural hexagon exists, the nodes at its sides focusing enormous powers at the centre, where she built Centralaeon. Her tower was the most glorious in all the lands and it dwarfed all the other wizards' towers.

The empire flourished for centuries. Armeia turned the surrounding lands to ice and sealed off any entrance to her glorious city. She also constructed a vast and complex system of teleporters and fortresses to safeguard her domain.

Then, one day, frostling miners made a frightening discovery in the tunnels. There, they found a most terrible secret.

It destroyed them all.

Now, the empire lies in ruins. And four wizards seek to build their own empires on the ruins of the last.

But always remember the fate of Armeia, whose thirst for power attracted things unspeakable that doomed her and her empire.

Roger climbs up on soap-box:
Maps have to be fun to play. Being pretty is fine but this is a game, and if they're really pretty but no fun to play then IMO the mapmaker has screwed up. Top priority should be playability! Some of the Upatch maps are too detailed for my liking, and that's something I've deliberately tried to avoid on the surface of this map. You can post a comment at whether you think it's good or bad with less surface decoration

This is not my map, it was included with AoW2, and I've just updated it to work with patch 1.4 of Shadow Magic. It was a brilliant online and PBEM map already, so I've just tried to enhance it. Thanks to Triumph Studios for such a great map (and such a great game!), and thanks to Swolte and his team for such a great patch

Please email constructive criticism to (Best to include "AoW" or "Shadow Magic" in the tile of your email, as you will probably automatically be consigned to the Junkmail folder by Hotmail) ;)

Have fun...
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Julliette Great job roger as i said before :P. 3 things to mention ( just for now :P):
1. The terrain around the cosmos nodes near the dwarf and archon wizards need some flowers or whatever, it doesn't look that nice...
2.Only the archon wizard has a sign near him to explain scenario and tips :P others should have too :)
3.What happens if i play multiplayer with this map and i choose the undead or goblins at the spot of the dwarf wizard; that hero would rebel... so multiplayer yes but customize wizard option on... spoils a bit of the role-play and even balance... :)
Roger the Rampant
File Author
Thanks for your comments, and your help with playtesting :)

1+2) I'll be uploading a version later which addresses these two points, please let me know if you find any other weaknesses or areas that are too sparse (although I won't be making it into a map with huge amounts of detail on every hex)

3) The hero may rebel if you don't have the sense to disband it, but it is unlikely to be able to kill your wiz. I had to make a choice between people possibly not having a starting hero, and guaranteeing them a hero which might possibly rebel. Stopping people from fully customizing their wizard is NOT an option if we want this map to be popular, so that is more important in an online game than the RPG element IMO. If people choose a race a long way in alignment from the original they will definitely be at a disadvantage, as there is a compatible hero in the inn below their capital, and a compatible town just below their capital
Have to agree with Juliette on the issue with the golfcourtgrass around the mana-nodes (unless they do play golf there... :p).

Personally, I would like some more new recruitment structures around so we can play with the new units more as well but I understand it is modelled on an existing map so you might not want to disturb the balance.
Roger the Rampant
File Author
Thanks for your comments :)

The beautiful velvety lawn around the nodes in question has been re-worked, and a new version will go in shortly

There are 24 recruitment sites (excluding camp-sites), but 16 of these are underground, so it's crucial to explore the underground using the teleporters (or look for AI blocks in the editor) :)

If people still think there aren't enough I could possibly add some more

Thanks for taking the time to look at the map and post a comment :)

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