While this isn't really much in the light of scenarios as grand in length and depth as the Gates of Elocin, I think you might agree that this may be an interesting map.
- took one of my old scenarios that looked horrible and gave it a facelift.
- added Patch units and objects
- narrowed down the channels to 1-2 hexes to give the idea of a fjord (though this isn't really what they should be like)
Give my skills time. Or use my scenarios for templates if you like =) I really need to give a thought to how to make really good fjord maps.
Nice, months ago I made an adaptation (there were multiple mistakes in the map) of the original: http://aow2.heavengames.com/downloads/showfile.php?fileid=625
You might wanna check it out!
Really liked the design of this map although Fjordland seems to be different!
The_Sheikh File Author
Posted on 05/30/06 @ 11:47 AM
I saw it. Thanks for the patchups. While Alpine Alliance was basically a ground war map, I decided to put in mountain/sea warfare instead for this one =P
[Edited on 05/30/06 @ 11:54 AM]
Posted on 04/09/07 @ 08:22 PM
Everything was fine except for the central garden area. I tried to overrun it for fun at the end and still couldn't pull it off.
Looked good in this regard. However, I don't think the AIs really understood the central garden. They seemed to have been over-run there.
Some nice ideas that could have used just a little more work.
Map Design: 4
A different look and feel then many. There really wasn't much chance for sea faring despite comments in intro. The ice storms mostly froze over most of the sea lanes.
Really not much here, which is common but is present on the top of the line maps.
Try to at least make the central garden something one could explore! Probably mark it off limits for AIs to keep them from getting killed by it. Try to limit range and total counts of units spawned from there.
P.S. I got a laugh out of the sign in the cave about spending too many hours at the computer if I saw it. How true!
The_Sheikh File Author
Posted on 05/12/07 @ 05:22 PM
Ratpeddler, I admit it hasn't been easy. I just discovered that whilst the computer does build naval units, it's only for transport and it usually prefers to use flying units. I originally designed the map with 1 human vs a host of AI players, guess I should create a new version.
On the other hand, I've put aside a reworking of Megrina's march. I think I will start backing up my files on zoomshare just in case-so there is a version that's been secured with a password, and another without one....just in case things go horribly wrong like Megrina's march.