Infernus and Primordia have been mortal enemies for as long as either can remember. Their enmity has built with every passing campaign, every injury, every insult, every defeat, every victory. The level of fury and hate has finally reached the point where both are willing to risk everything in a single duel to the death. This time there will be no ransom, no last minute flight, no prisoner exchange, no honoring of any of the rules of war the elemental wizards typically employ to limit the carnage and loss. The loser will face utter destruction, and even the winner will face an unknown but certainly severe sanction from the judgment of their masters of their respective spheres. Possibly even expulsion from their order.
The only place the two can meet to avoid the watchful gaze of the Chancellory of Death and the Council of Jade is here in this underdeveloped corner of existence. A place so poor in resources and martial skill that none of the Elemental Clans have bothered to notice it. This won't deter Infernus and Primordia, who know that even a dull sword can cut if there's rage behind the blow.
First I must warn you that this is not a traditional RPG style single player map (I don't care for them.) Rather, I made this version of 'Dark Embrace' when I saw how disappointingly easy the standard (MP) map played in SP mode, (the AI expanded discouragingly slowly.) All this map seeks to do is raise the challenge level up to approximately that of an RMG generated map. Infernus gets a few bonus resources and Primordia has a bit more to deal with on her side.
The map has my standard pool of rhyming-description heroes with a few new faces included. I've departed a little from my usual practice of not locking the wizards, if it really bugs you then "unlock" the starting wizards in the editor; variable starting wizards shouldn't impact game play much (as long at the surrogate Primordia is good/neutral) but the story won't make sense, (no great loss?) The blocking terrain and the non-repeating teleporters should make the map play 'bigger' than most medium maps.
Thanks as always to The Sheik for the wonderful Wizard artwork.
Also thanks to Aquamote (gone but not forgotten,) for the tollbooth trick.
Thanks to Talon Thorn for the trigger/flag stuff in the Library - excellent info for the script challenged.
Finally, thanks to all those who have downloaded my previous maps, especially those audacious souls who've MP turn logged 'em here on Heaven Games.
Small problem, both wizards are locked as CPU only.
Needles File Author
Posted on 12/09/08 @ 06:34 PM
RP, despite the "(cpu only)" tag, if you boot up the game Primordia should run as a human player just fine (works on my machine at least.) Please comment if this does not, in fact, work and I'll correct it.
(If it really bugs you, just go into the editor and uncheck "fixed" under the Settings - Players - Primordia window.)
Posted on 12/10/08 @ 12:13 AM
You are correct. I have not seen this behaviour before. And if you try to change it then the Start button got disabled which really confused me.
Posted on 12/11/08 @ 11:05 PM
Fun to play.
Even with the boost and indepedents the AI doesn't handle this map well.
I liked the somewhat randomn transporters.
Map Design: 5
An interesting design with many choke points. This seemed to be a hinderance to the AI though.
Not much except the intro.
I appreciate someone thinking about SP! I also liked a smaller map. The joy of playing usually runs out on the XL monsters.
Posted on 07/17/09 @ 09:58 AM
quote "I appreciate someone thinking about SP! I also liked a smaller map. The joy of playing usually runs out on the XL monsters. "