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Downloads Home » Scenarios » 7 Deathriders from Hell

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7 Deathriders from Hell

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Ruleset: AoW2: TWT - TS Standard Rules
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 8
# of players: 7
Skill Level: Any (depends on AI difficulty setting)
Password Protected: No
This is a very very huge map,it takes some time to play it,depending on the players skill.
the main goal is to exterminate the Undeads,lead by Aiken Seer and supported by the Deathriders,second goal is to role the world.
There are many artifacts to find on this map and some of them are very powerful,but not so easy to get.
There are also many heros in the map,and you can have up to 15 heros to help you in your quest.
Its a hard world to gain manna in,so build up the cities.
The map is intended to play in emperor mode and is tested several times on emperor level,but it can also be played in lower levels.

Welcome to a huge slugfest and have some fun.
Many thanks to Blue for helping out with the story.
Comments are welcome to

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File Author

If anybody experience when try to move a unit with a movepath in the middle and late game and the game freeze for a couple of seconds before the unit moves,use the "M" move button instead,works better this way.

To all new aow2 players,try to play this map in emperor mode,its a nice map to learn to play Aow2 in emperor mode,if you think its to hard to play,go down one level.

To Cyclop,thats strange,I have tried the map on a athlon 1800+ and a athlon 650,both comps had 512mb ram,and did not experience so long turns,not even on turn 100,try to disable direct 3d and disable see comp turns by the "o" button and disable direct sound and run the game in 800x600,hope this helps.

Good Luck


[Edited on 11/19/02 @ 12:07 PM]

cycl0ps Hi,
I can't review this map it takes at least five minutes per turn for the computer right from the start. It may be better on state of the art kit but it's currently not playable on mine. Pity because it looks good but it took 1.5 hours to get to move ten. I was playing with everything on emperor like normal and as nimru. It could do with a power up or two from what I could see to help spell/skill development mana itself is not a problem since enough is available without fighting for any of the protected piles. I presume the lack of towns is deliberate so wheel out the pioneers.
If the intention is to have an invading horde of undead it might be better to trigger the event so the force is inactive and allows early fast operation. End game slow down is more acceptable since things can be seen happening but to move a couple of units then wait five plus minutes with no visibility of anything happening is not fun.
Sorry to be critical because it takes a lot of effort to produce this standard of map.
cyoncurve Great map design but am unable to move my ground units. The flying units move just fine. PC specs: 1700cpu & 768mb ram

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