Posted on 11/03/10 @ 03:54 PM (updated 12/04/10
A very large map (3 levels, small shadow and cave level) for 7 players and a strong Ai. Made for BNW 3.2. An Upatch version may follow.
||AoW: SM - Unofficial Patch 1.4
|Co-Op vs. AI?:
|# of Wizards:
|# of players:
All races have support events for the Ai.
*Syrons (Ai only position)
Update v1.1 (Thanks to Roger for some very fast feedback!)
* Removed the razeable seeing waters that can cause crashes.
* Made the initial orc position easier.
* Changed some things so the Syron Ai won't immediately kill the undead/arabian player.
* Fixed a lot of small bugs and other things.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Very long run times probably due to the dominate AI.
Once set AI to CPU Lord there is a chance to more around.
A really amped up AI!
Map Design: 4
This is strongest part of the map. Interesting navigation issues and a vareity of towns and cities with different settings.
This is based on playing the Orc race.
|Roger the Rampant
Extremely good fun to play. I tried playing as various races, and they all play differently. You generally have some strong spells and a decent hero to start with. There are plenty of unusual ideas, such as being able to open and close the mouth of a river at will.
The use of so many teleport structures in places where bridges would suffice does potentially allow human players to abuse the AI, and to severely restrict AI access to certain areas of the map.
Not balanced, but doesn’t claim to be balanced. At the moment the humans are far and away the easiest race that I have played, because they are stuck away in a corner of the map on an island. The AI didn’t turn up at my capital at any point during the game when I played as humans. Some sort of land connection between them and the rest of the map would be better IMNVHO.
The asgardian (frostling) wiz only has a narrow bottleneck connecting their land mass to the rest of the map, which potentially they can block, but they are connected and the syron AI race start with strong units in that bottleneck, so hopefully they will receive some hassle from the AI, unlike the humans.
The toughest race that I have found to play so far is the arabian/undead wizard. I love the idea of having damnation and animate ruins as starting spells, but being a neutral wiz with a lot of undead units inevitably means that a lot of care must be taken over stack morale. This confuses the hell (pun intended) out of the AI if it is left to control this race, leaving a lot of strong independent stacks roaming around that evil wizards can then recruit.
Also I had strong syron AI stacks turning up at day 8, but Lord Duck has edited the map now to sort that out, hopefully.
Plenty of novel ideas, including the Gobo’s Pit of Doom, various teleports (some visible and some unexpected) and a strong AI presence to keep you on your toes (unless playing as humans). A super-tough Kirky hero rushing around in a ship with tough support units and attacking anything on the water is also a lot of fun!
Map Design: 5
Very smart map. I wouldn’t really call it a map “made for BNW 3.2” because it has very few BNW structures in it, but it all looks really good, and different types of terrain blend seamlessly together.
IMPORTANT: I did find two seeing waters at 43,83,0 and 183,104,0 which were razeable. The map has subsequently been edited and updated by Lord Duck, but if you were one of the first 76 people to download the map then I recommend that you download it again, or change them to the older non-razeable type BEFORE playing the map, otherwise the map could hang if indies raze them. This could be disastrous if you are six months into an email game, for example!
If this map had a decent storyline, and the human starting point had a proper land connection to the mainland, I would be giving it 5 out of 5. Great map! Highly recommended!