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Downloads Home » Scenarios » Descent to Undermountain for DWIGGS 5.0 __V 3.1

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Descent to Undermountain for DWIGGS 5.0 __V 3.1

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 3
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 6
Skill Level: Expert
Password Protected: No
Surface Minimap:
Cavern Minimap:
V 3.0 August 3rd 2011

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.,0,0,60&st=320

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...
--> traps
--> 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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File Author
I thank YOU!
For the two bugs you discovered are indeed bugs and it was easy to wipe them out once detected...sigh.

Boojie Boy Hi Morgul!

Thank you for your wonderful game. It has provided me with hours of fun. I discovered an amusing flaw that I have been exploiting, or maybe it was intended???

I am playing as The Morrigan and have now two heroes with the Path of Life upgrade, one from an item, one from a Level Up. As it turns out, Path of Life erases the corridor walls on either side as the units pass. This allows me to bypass those tricky teleporters. So far I have only explored the bottom half of the Surface level and have not ventured into the underground to see if this trick works down there. I was able to find one of Gorm's items easily in this way.

Boojie Boy
File Author
Hi there,

thank you!

regarding the Path of life... I think I´ve alreday mantioned it several times and it´s also mentioned in the map-description that, if you are offered an Path-of-anything upgrade DO NOT CHOSE it because of exactly this game-bug... (It´s an issue that came along with the patch 1.4, these new cavern walls get erased by path-of-anything...)
this is why I erased Path of ... FROM EACH AND EVERY unit in this game as you might have found out and that there is still one path of... feat in one artifact is ver interesting because this should not be the case!!!

Can you tell me the name of that artifact, that would be very helpful!!
Boojie Boy Hi again Morgul,

Yes, I actually read the thread *after* playing the game for hours. I hope you don't mind, but it's really fun. I feel like I'm getting away with something. I have played without the Path of Life cheat if that makes you feel better.

I went back to see which of the Items was the culprit as you requested and discovered something interesting. The party that has Path of Life has two heroes, and two Ents along with a Druid and a couple of other units. None of the items carried by the heroes were at fault. It was one of the Ents. The Ents are both gold level, but they're different. One has an asterisk after it's name, it's an Ent*, and he somehow got Path of Life. One of my Ents was an Ent to begin with and one was promoted from a Treeman. As I went looking I have a few other units with an asterisk. I'd never noticed that before. Can you shed some light on it? My theory is that when you get a Morph promotion, there is an asterisk after the name. Is that right?

Anyway, thanks again and again for all the work you did on this game.

Boojie Boy
File Author
Aah, the riddle is solved.
That´s a good point you mentioned with the Ent.
As you already found out, when the treeman morphes into an Ent, he becomes an Ent with a * at the end of the name. I think the Dwiggs-developers hat to do that because of the morph feature. Every unit that can be morphed into (there a quite a lot) exists twice - one time as standard unit without the * at the end of the name and one with the *.

The problem is, that unfortunately many of these units had a path of... feat at a medal ranking. I thought I had checked every single unit (also the medal status (what´s plural of status in english?) but I missed the Ent *... I removed it only from the normal Ent... So that means, the next map update will also have an update on the resources.
BTW: I found another Path of... bug. I forgot it not only at the Ent* but also at the Corrupted Ent... :(

But the good thing is: When I have to do an update on the resources anyway (which in fact is already done as I´m writing this ;) then I can exclude in the same turn the possibility that any hero can get a Path of... upgrade at a level up. With this, it should be really impossible now not get this silly feat (I hate it, did I mention this before?!?!? ). I even excluded the possibility to build it in the item forge! hehe! update will be out soon - maybe I´ll find some more things, don´t know at the moment.

[Edited on 02/14/09 @ 03:43 AM]

kihon Hey,

I love this map, it's big, there's lost of thing to explore and gooed fight are bound to happen.

A friend and me are playing this map ( rest is AI), but there are quite a few tiles where u stand on and then you get an event: open door? either choose yer or no.
No matter what we choose, nothing happens, don't know if this is supposed to be like this but we can't get in remote locations w/o opening some doors.

Another thing, I got lots of quests from quest stones, but when i do them (i.e. hunting indidels) I don't get quest completed almost never.

Overall we do like this map, we're at turn 200 and its still playable only those minor bugs, if they are bugs.
File Author
Hi there,

Thanks for your nice words first of all!

Unfortunately, I think I can´t help you with any of your mentioned points, though :(

1) I have no clue why no doors should open in your games? If it happend once, I could think of a bug at any of the approx. 100 doors but if it happens ALWAYS then I have no clue why?!?!

2) Don´t know why you never get a quest-solved message, never happend to me so far...

thanks again!
kihon Hey morgul,

Just a thought, but maybe we didn't install the resources correct. (don't see how that's possible seeing as we can select your custom resources in the setup so..)
Just put the DtU resources in the User/Resources map right, next to where the dwiggs 5.0 resources are located (the folder)
And the map (ahm) goes into scenario/custom right?

Well then I don't get it either :P
BTW another game where someone is playing as human he can't see all of his units (not even some regulars like succubus( when one of us is manual battling)
And a Syron army is stuck somewhere after he entered a teleportal (defeated blacks army) teleported somewhere to the surface, he can only move 1/2 tiles up/down
ltmoon Hi! It's me again. I found another possible bug. It is at Shadow level near the Darkelf castle. One of my best units went into a door and there was another door-looking wall. When the units approached the wall, there was an event saying that my boss and the opponent boss (Halard?) appeared and attacked. At the same time, a dark circle appeared but soon was gone. I thought that then the wall would open or something else would happen. But nothing happened after that and I could not get out of the place. On the other side of the door, in a small room, there is a teleporter. But, I cannot reach there. Could you check on this?
File Author
did Halaster and ...your boss... not appear in person?
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