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The dark omen full

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: M
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: No
PBEM/Hotseat?: Yes
Multiplayer Online?: No
# of Wizards: 2
# of players: 1
Skill Level: Advanced
Password Protected: No
after many weeks of waiting and many clicks and smashed screens thu rage its finaly here

the dark omen full

youu will need to look at the signs alot and theres some new things
//a battle arena
//Water world
//more signs
//more events
//al the lands are updated
//cant think of any more

also if it is pass protected the pass is /hi\ in caps
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
I don't know what the mapmaker had in mind. This is one of those maps you have to play and see if you like it.

The map looks well made and has original areas. It also seems quite unconventional in lots of ways!

[Edited on 02/23/08 @ 12:40 PM]

rat_peddler I would normally review a map after playing it, but I can't really find much good to say about this map. The playability isn't good with a 20-20-20.... fully immune enemy hero running around early in the game that not even the "protector" can stand up to.

mentork I tried to play it but it's just impossible to win.. I mean, come on, three stacks of eight demons? That's just stupid...
D Cleve
Map Design3.0
Playability: 4
I like small maps because they are highly playable, and this one was. The "tricks" problem noted drops this from a 5, however.

Balance: 1
I do not like games which depend on "tricks". Tey are like puzzles -- until you figure out the "trick" you lose. Once you do figure it out, you win easily. I had an army appraching the enemy capital on turn 18, and it could have been sooner.

Creativity: 3
I liked the map a lot, and the arena gives the hostiles an initial edge to keep one on one's toes.

Map Design: 3
Interesting, pretty map. It needs a few tweaks to solve the "tricks" problems.

Story/Instructions: 2
Weak story. Weak instructions.

Additional Comments:
If anyone wants to play the game and figure out the tricks themselves as is, do not read these comments further.

Basically, I think the tricks need to be taken out of the game.

The arena threat can be neutralized by destroying the teleporter there (trick 1). So the teleporter needs to be replaced with events, something like 1-4/turn of the enemy shadow-shifting.

You can get your army out of the arena before detroying the teleporter (trick 2), which gives you a massive dominance in the rest of the world. Since the Chaos Lords can shadow-shift on their own, they do not even need the teleporter. Getting rid of the teleporter partially solves this problem, and replacing the chaos-lords with a mix of dragons/titans would keep the balance about right in the arena.

Trick 3, which is to run across the bombing zone, is OK. Leave it in.

Trick 4 is that the only way to kill the hostile wizard is with the automatic damage spells. Since you cnanot cast there from a distance, you must go there in person. Since you don't have enough casting power, you need to build a casting hat, and supply one to each of your casgn heros too. This ending is a real let-down. I showed up at the enemy fortress with a mob of level 4s, and they easily dispatched the hostile army, then just stood around being useless against the invulnerable enemy wizard. IT was a real let-down of an ending.

Suggestions: add some parasites at recruitment centers. They will remove the physical invulnerability (I think).

Make one of the invulnerabilities just resistance. If you want, make it a less common type (cold, or lightening, or poison), or jsut settle for physical.

Put a stack of machines in the enemy capital to start with, so attacking will be a bit more of a challenge. Two stacks would be better.

I consider my play-through to be a debugging/playtest. This game could be outstanding with some tune-ups along the lines of these suggestions.

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Map Design3.0
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Size:197.52 KB