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Downloads Home » Scenarios » Woh-Mak and War-Mak

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Woh-Mak and War-Mak

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?: Yes
# of Wizards: 4
# of players: 2
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
The two brothers War-Mak and Woh-Mak have long since been enemies, but unfortunately for them, their father, King of the UnderWorld was not going to give up his throne to either of them!

War-Mak is the older twin brother of Woh-Mak and claims to the be rightful heir to the Throne of the Goblin Kingdom. However, Woh-Mak also believes the same thing and thus the basis for all of the wars that were to follow them.

The reason for this slight mix-up was due to the twins being born almost simultaneously as their mother was spilt in two by the Goblin King's blade for being a pregnant and whining **** that spoke out of place one too many times! Thus the main argument being which one of the twins hit the floor first!

Through their war making, the King took his chance and banished the brothers to the Great Sea and sent them to the East to drop off the World's Edge!

War-Mak and Woh-Mak not being so dumb (well almost) didn't fall off the World but headed to the North where there were rumours of land to be found - not after all liking the Great Sea very much, War-Mak and Woh-Mak yearned to return to the vast UnderWorld and raise armies against one another once more.

Sailing with pirates, it seems that they now have that chance. Land has been sighted!!!

Game play notes - Item Teleport is OFF, Wizard Tower 3 off, Build Outpost off.

V1.1 Very minor update.
V1.2 Another change added.
V1.3 Another change...
V1.4 One trigger change.
V1.5 Change to spawning armies for GKing.
V1.6 Updates after Timelord's feedback.
V1.7 Build outpost turned off.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
DarkLynx I guess it's only for PBEM as the Ai can't use boats...
File Author
Hi DarkLynx,

You will be surprised then. The AI will use boats if it already has them, so I have granted some to the AI. Also, the AI is human so has swashbuckers (arrghh) and air galleys, so it quickly dominates the surface map as good pirates should!


[Edited on 09/18/08 @ 07:17 AM]

DarkLynx Hi Ibobs!
Now you convinced me:P Do you ever sleep or just produce masterpieces 24h?;>
File Author
I will leave that question to your decerning eye on how good a scenario is! I do seem to have had some limited success so far though... :)

[Edited on 09/18/08 @ 01:15 PM]

Map Design4.0
An excellent map, with some minor flaws!

The map design is very well thought out, especially for the 2 Human players. The story and the related quests fit in seamlessly and without interrupting the gameplay - this is very hard to achieve so a big pat on the back here :)

The messages - they deserve a special credit. Humorous without being crude and they fit in well with the personalities at play here. Heavily influenced by the Pirates of the Carribean series but well-adapted.

This map should really shine in 1 vs 1 play - except for a few minor issues.

1) No guards on recruitment structures - even those housing karaghs, air galleys and balloons (which have a huge strategic advantage on this map)
2) Players having different summon spells in nearby vaults. The Air Elemental far outweighs the Earth Elemental in terms of strategic importance on this map.
3) Quest stones without guards - minor but still required, IMO due to the sphere distribution. The player lucky to get a zephyr or a frog is going to grow powerful soon through these quests (since spell rewards for quests don't depend on difficulty of the quests)

P.S. I've set up a game for Henrysix and Swolte on this map after making changes to fix the issues above. Hope that's ok!
File Author
Hi Timelord,
Many thanks for the review and the feedback! I do agree with your comments and especially about the air elemental one. I didnt think about that for 2 ply balance... Guard on stuff is also a good idea and maybe the air galley should be removed entirely.

Another thing to consider as a change is Skull Isle should be changed to Dark Elf so that it must be converted by War-Mak. He teleports on to that Isle in the same way as Woh-Mak to the one to the east. But Moh-Mak's is an archon city that must be converted so Mar-Mak gains advantage for conversion time at least - plus reapers can float!

Please send me the modified version and I will upload it. Thanks for taking the time!

rat_peddler Let us know when the update is available. Sounds like that would be a good one to play!
File Author
Hi All,

Thanks to feedback from Timelord, please find the latest version updated.

Spells in vaults balanced so neither side has air elemental, air galley and balloons changed to boats for balance and guards placed to prevent easy capture of quest stones.

Also, one city changed from undead to dark elf for diplomatic and balance reasons.

rat_peddler Yes, I do read the hero descriptions. I think this maybe the second map I have been referenced on! Thanks for the "compliment" ;-)
Map Design5.0
Playability: 5
For all the scripting the game played almost flawlessly.

Balance: 4
I should probably have played AI Emperor (but last couple have been too much of a grind).

Creativity: 5
Loved the randomn transporters and the Rat Peddlar hero!

Map Design: 5
Some very creative city layouts in a variety of terrain.

Story/Instructions: 5
Good messages, signs, background, etc..

Thanks for the hero!

Additional Comments:
One minor flaw, War-Mak Goblin bomber did NOT close the entry.

I am not sure what the Pieces of Eight were good for. I have not fully completed the game but no substainal resistance is left.
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Map Design4.5
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