Zaihtan was a mighty empire ruled by Humans, but six conquerers attacked it for different reasons. None of them is willing to retreat, so each of them has to fight.
Only one of them can win this battle. Only one of them will not be defeated. Only one will be the sole survivor.
Here it is, my next map with new wizards and a lot of new heroes. Please comment on this map and help me to improve it.
Version 1.1 now. The peace is over, every wizards has to fight alone now. Fixed some minor things, too.
Actually easier then advertised because the other AI wizards will grant peace and even alliances. This should probably be prevented in keeping with the story.
Seems ok, except for note above.
Pretty standard fair, except for all the heroes run around already stocked with goodies. The most fun was killing them and stealing all their toys.
Map Design: 3
Alot of very basic scenery, not many events or surprises.
Some background. Decent descriptions on heroes, etc.
You need to do something with diplomacy settings to keep the wizards at war with each other.
Posted on 11/27/07 @ 08:38 PM
Nice use of teleporters to speed movement and allow the AI Emperor some flexibility(+1). Nice distribution of terrain "chokepoints" (+1). Central placement of enhanced AI player makes for interesting early game (+1). Limited exploration sites (-1).
Pinwheel player placement with none stuck in 'middle' (+1.) Equal resource access (+1.) Same AI players (Archons and Elves)got smashed early in both of the games I started (-1.) Not worth a minus, but taking out one of the Emperor's heroes early could conceivably provide an unbalancing 'jackpot' to one player.
Custom Heroes (+1.) Custom Wizards (+1.) Only one real juicy event (although it's a nice one!)(-1.) I'll just add that not every bridge needs a tower on it (yeah, I tend to do this one too...)
Map Design: 3
Nice use of terrain barriers and magic relays (+1.) Only the surface level is used (-1, the reason I don't like this is there's less potential for 'sneak attacks' and also it's harder to avoid overland spells - these are too powerful in any event IMO, and this map accents them by providing no healing sites.)
No mandatory or near mandatory quests (+1.) No mountains of lengthy text to wade through in pop-up messages, just a couple short ones (+1.) Story delivered in hero and wizard descriptions (+1.) All around the perfect amount and pattern of storytelling, although a couple signs with some place names might be a nice touch.
Additional Comments: We have quite different styles of map painting and a little bit different philosophies of how to populate maps, but generally we belong to the same school of map making, I think. Your maps play similarly to mine, which is why I enjoy them so much, I guess. This map is a gem and deserves to be downloaded much more than it has been so far, to my mind.
One small thing to fix if you ever decide to revise the map - I opened the map in the editor after playing it and it looks like the 'green wyvern' event has incorrect x,y coordinates for the trigger.