Descent to Undermountain for DWIGGS 5.0 __V 3.1
Posted on 12/20/08 @ 12:47 PM (updated 02/26/12
V 3.0 August 3rd 2011
||AoW: SM - Unofficial Patch 1.4
|Co-Op vs. AI?:
|# of Wizards:
|# of players:
New Map-version with new resources and an all new Wizard!
The Morrigan (Fey Folk) was replaced by Moradin, Leader of the Dwarves!
Much more fitting into a Dungeon surrounding than Fey Folk!
Of course, the map-painting changed in the former area of Morrigan from natural landscape to dwarven-built caverns.
The Morrigan starting Heroes were mostly distributed into verious fortresses or recruitment sites throughout the whole map and Moradin got his own 9 new Starting Heroes of which the player can choose of.
Apart from that, only a few minor map-changes since 2_2, nothing worth mentioning.
(old version-updates removed from File-Description.
Finally, after almost exactly one year of hard work and (apart from several almost-nervous-breakdowns on my side due to most equisite ‘bugs’...) MUCH mapmaking fun, I´m glad to be finally in the position to present the result of a quite ambitous project: The (afaik) second MMBEM (MapMaking by Email - the greatest invention since the eucalyptus candy on a stick - thanks hatstand!) product called "Descent to Undermountain" (DtU) !
A map designed for Dwiggs mod V 5.0. Would be great if more players could be won for this great mod with this map !!
First of all, here come the requirements how to play this map:
1) Dwiggs mod V 5.0 is required. Pls. get it from the download section
2) The ZIP-file contains the DtU map and the folder DtU resources.
Make sure to copy the resource folder into the following folder:
Drive…XYZ /Age of Wonders Shadow Magic/ USER/ RESOURCES
In order to be able to play the map, you have to choose the DtU resources in the file: AOWSMsetup.EXE in the lower right corner of the screen.
Some notes (lay back and relax ;)...
Originally started with a team of seven ambitous members, we ended up with three fix members.
So, as much as I´m happy with the map as it is now, I am a little bit sad that the project didn´t function in a way I had hoped for in the beginning and lost some of it´s original MMBEM character, namely that all members contribute at least those portions that they chose to fill at the beginning of the project due to various, mostly personal and understandable!!! problems (so no offence meant here to anybody!! we all have a RL that sometimes can be a real pain in the neck ;) )
Many areas couldn´t be finished by the original mapmaker so it´s a bit sad that a part of the exclusivness of the map might have suffered from the fact, that in the end much more had to be done by a single person than anticipated upfront...)
Anyway: Each team-member contributed something very special to the map, even if it was not that much in certain cases, so in the end it was still worth doing this map as MMBEM and I´d probably do it again if I could turn back time!
The involved mapmakers are (in no particular order like what or how much they contributed):
Psykitty, Albaron, Ecthelion, Ravencourt, LAL, Kaskoid and my humble self.
I´d also like to thank the one and only Groll (whom I could unfortunately not win for this project in the beginning but at least, I was able to get some artifacts from his previous works implemented into this map (which saved a lot of time! Thanks mate! I dedicated you something very special in the map, hehe ;)
And last but not least thanks Roger for playtesting and maybe (hopefully) also some events in a possible map update which I plan to do if I think it´s worth doing an update.
For those who are interested in who did which sector(s), pls check the following thread.
Now to the map itself. I´ll try to keep it as short as possible since most will be explained in the map introduction.
here come the facts:
- In addition to being designed with the Dwiggs 5.0 mod, the map comes with an own resource file since many of the original Dwiggs-settings had to be changed/adapted (e.g. most of the hero-sprites but also other stuff) to my personal liking, hehe ;)
- It´s a pure Dungeon map, means, all three Levels (surface world included) have Dungeon character - with some exceptions of course, so you will still find some trees ;) ...
(Just a short explanation at this point in regards to Undermountain (I´m sure, some of you are familiar with that Mega-Dungeon from the Forgotten Realms): Like the original Undermountain, this here is more than simply a huge Dungeon. It´s partly a magically crafted ‘realm’ on it´s own where anything is possible and where various worlds come together somehow. Creatures of all thinkable (or even non-thinkable) kind dwell here and nobody knows exactly, where they come from and how... - nobody apart from one person of course: The notorious mage Halaster Blackcloak the mad, the Creator of Undermountain. It´s said he still dwells somewhere whithin the Dungeon although nobody has seen him since ages (or at least nobody survived to report…)
-DtU is rather a pbem- or multiplayer than a single player map due to the simple fact, that the AI is extremely unlikely to win the game in terms of the actual Game Win Condition (they can eventually destroy the human player(s), which generally is rather unlikely...) But Ithink, the map offers a fair portion of unconventional gameplay which compensates for the unlikeliness of the AI to win the game ‘regularly’ so also single play should offer enough fun (if not the AI (alone) then it´s the Indies who might give you a hard time in Undermountain probably…)
- What is the regular Game Win Condition? Target is, to collect the armament of Gorm, an ancient artifact-set that lies scattered throughout the Dungeon at secret locations. It´s said, that who wears the complete set becomes invincible…
- The random factor of the map is immense: Replayability is always given. Just one example: The locations, where these set-artifacts lie hidden, will always be different in each game!
- Here´s what the map offers apart from the a.m.:
--> scores of riddles/special locations/Quests of different kinds
--> doors and secret doors leading to special places with sometimes unpredictable outcome
--> special random-teleport-system
 constant random spawns of Indy-stacks in all three Levels making player´s life(s) harder...
--> special effects
--> Unconventional gameplay. It´s not the usual building up of an empire. It´s more RPG-like roaming through a gigantic and EXTREMELY dangerous dungeon with the accompanying hack&slay & collect items factor ;). BUT: (for the freedom-lovers and enemies of plots): THERE IS NO OVERALL PLOT THAT HAS TO BE FOLLOWED!!!! There are indeed some small subplots to be discovered that CAN be followed but it´s no rpg-like mainplot apart from the task to collect the artifact set!
Gamestart: Each player starts to pick a team of heroes from a quite big variety at their starting location (each player gets the same amount of money to buy his starting-team).
During gameplay, all players can find innumerable more possible allies.
--> roughly 100! brandnew heroes, even some with description ;)
There´s probably more to write about at that point but I think, I let players find it out on their own.
I highly recommend to play pbem only if you have a fast playing team - otherwise, a game with this map could last very very long...
Final note: The maps comes without password protection.
To all of you who think, they have to change something in the map: DON´T BLAME US MAPMAKERS IF SOMETHING DOESN`t WORK ANYMORE !!
This map has been designed very carefully and with a lot of thought behind and with a lot of sensitive details. The smallest change MIGHT have a TREMENDOUS impact – even if it wouldn´t seem so.
Be aware of that. That´s all I can say.
With that, I react to the fact that obviously most people don´t like password protection.
And meanwhile I admit that, beside that negative effect that you can see many things that you should not have seen upfront, the good thing about it is the possibilityt to learn from this map in terms of event-programming at least.
I also learned again many new things the hard way during the mapmaking process.
I also checked several routines in other maps to see how others realized certain things and found out, that these things did not work properly in their maps as well – probably without the author knowing)
These routines work correctly in the DtU map thanks to hours spent on figuring out, how certain damned events/triggers work during gameplay. (It´s more than a miracle that my hair didn´t turn grey in the past year... But I assume my neigbours think, an insane rowdy is living next to them given my occasional outbursts ;) )
Final note: No map is without bugs – at least not in the initial version. This map has been tested thoroughly – especially the many event-driven things. Anyway, if you discover any obvious bug, pls. report it either here or maybe better in the main thread. I´ll keep an eye on both.
In the name of the whole team - Enjoy playing!
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|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
Hi very cool mod!! I put the whole folder in the resource folder was that correct? There were no descriptions for the heros (well the demon girl I picked) is that normal? (I just wanna be sure I installed it correctly, I just got game yesterday) Thanks!!
Hi ShadowTek! you´re the new guy from the forums, right?
Nice to see you have downloaded this map - I hope you´ll enjoy playing it!
OK, let me try to answer to your questions which were not 100% clear to me:
1)once you downloaded the zip-file you have to put the DtU V2.0 for Dwiggs 5 folder into the AOW/shadow Magic\User\resources folder, that´s correct.
As I made many many changes on the Dwiggs Mod for this map alone, you´ll have to select the right resources as well in the setup tool before playing this map - you MUST NOT pick the standard Dwiggs 5.0 resources !
I´ve heard of that hero-description problem before (in this thread) and although I can´t remember what the solution was, I believe it was that the players didn´t pick the right resources as described above.
What do you mean with Hero descriptions?
The hero names or the background Info to the heroes? I´m asking because most of the Heroes of this map (each of them is an own creation) don´t have a background information as it would have been too much work for more than 100 heroes...
If you still have problems, you can contact me under Kimmuriel add GMX dot de
Something needs to be done to play Humans down. Removing a Scorpion Priest from that group in a summonning circle and a Succubbus in a Shadow Weed (both can be relatively easily and early converted and together with a Cardinal from the recruitment site form one hell of a team).
Also, independent spawns seem almost never to threat Humans' starting area in contrast with some other positions.
Map Design: 4
A great map and a great implementation of many ideas. Of course, stretching limits you sometimes drop the ball :) Not that it matters a lot with uch a great map.
Every 5 here is a very solid 5. Thumbs up!!!!!!!!!!!!!!!!!!!
[Edited on 12/26/11 @ 07:28 AM]
[Edited on 12/26/11 @ 07:25 AM]
The downloaded archive gives me a 'Cannot open file' error. Can you please check?
it´s been fixed :)
I've been playing this map with my friend and we've been enjoying it immensely. However we seem to have a persistent bug where levers, doors, and some other "activate hex" type things don't work. They mostly appear to work in single-player, which is what we use to free stacks trapped in areas with triggered doors as the only egress, but it's somewhat frustrating, as is not being able to explore large portions of the map. Anyone still here who can offer a solution or any insight into the problem?
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