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.
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!
Posted on 10/03/08 @ 09:02 AM
For all the scripting the game played almost flawlessly.
I should probably have played AI Emperor (but last couple have been too much of a grind).
Loved the randomn transporters and the Rat Peddlar hero!
Map Design: 5
Some very creative city layouts in a variety of terrain.
Good messages, signs, background, etc..
Thanks for the hero!
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.