Same issue here. Just wanted to help confirm it isn't on a single PC.
Unsellord File Author
Posted on 01/04/10 @ 09:09 AM
should work now. i would be happy to hear some comments about the map. :)
Roger the Rampant
Posted on 01/09/10 @ 04:15 PM
It works now!
It’s OK, but it’s not going to set the world alight. Not sure how thoroughly it was play-tested, if you build a shipyard in the town nearest to the nomad capital, for example, you find that your boat is trapped. It appears on the bridge, but the hex to the north of the bridge is a land hex and stops the ship from proceeding north.
No custom heroes, no custom wizards, no custom items, no custom wizard messages, no events.
Surface is OK but parts of it look unfinished, underground design is a bit better but parts of it still look unfinished, and it’s extremely flat down there at the nomad end, a few ridges and dips would help. It’s a pity that other strategic possibilities, such as a water route between the two sides of the mountains, possibly using both surface and caverns, weren’t explored a bit further.
With a little extra work this map could be made much more exciting, but it is playable.
Posted on 02/08/10 @ 09:58 PM
I agree with Roger's assessment of the map.
There basically is one route towards the other wizards (the underground) before a force can be built that can transverse the barrier. This may make the map a bit simple in the beginning (speaking of tension lines...), and for a surprise, depend on (random) races with units with mountaineering, floating, etc...
Like roger said, it would be nice if a bit more different ways were explored in how the two wizards can meet. However, a rigid design like this can surely lead to interesting play. Especially with such large randomness of cities!
The mappainting is not bad as well! I would definitely urge the mapmaker to sign up for the upcoming mapmaking tournament!