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Downloads Home » Scenarios » Life or Death - Experts Only

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Life or Death - Experts Only

Author File Description
File Details
Ruleset: AoW2: TWT - TS Standard Rules
Map Size: L
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 7
# of players: 6
Skill Level: Expert
Password Protected: Yes
Surface Minimap:
Cavern Minimap:
Creation finished 26Jan03, created by my alter ego TigerWild ;)

The Elves, Humans, Halflings, Dwarves and Archons have been living peacefully for some time now. There has been no hostility between the races for so long that none were prepared when sinister evil encroached the land. In the last month a mass army of Undead and Dark elves has utterly destroyed all but the last of the Dwarven mining empire, and the peaceful Halflings in the North. Word spreads to the peaple of the land just barely in time for all the races to put up even a little resistance. Will the world fall to darkness or be held in the light once again. Only you may know. Expand and conquer this foulness!

Map info:
This is a Large map with 7 players (only 6 are playable), sorry folk, you can’t play the MOST powerful player. ;) This map is a relatively simple Good vs. Evil map with a few kinks built in to make things interesting. No two races are exactly alike. Also the world has been over-run with nasty monsters, remember I named the map “experts only”. Don’t ever think that you won’t need defense in your cities. ;) The undead are the most powerful. I set the map up so that Undead are leading the invasion, and the Dark Elves are along for the extra resources.

The Dwarves are the most stunted but have the best chances to be the most powerful. They have the most land available to them, and the most resources readily available (hidden in the walls underground) EXPLORE! Also try to keep your Northern city, it IS possible, just HARD. If you do so you will have the #1 best chance to beat the map quickly.

The Humans are quaintly settled in the mountains and a nice valley next to the river. They have an excellent position to attack from, assuming you hold all their cities until you have extra men to attack with.

The Elves are the best settled and have the best defensibly region. Nuff said bout that, just remember to expand! Don’t get to feeling safe because you have a fall back city.

The Halflings are on a middle ground. Crappy low level units will stunt your efforts to defend yourselves, but you CAN keep your Northern city with skill and cunning. Doing so will give the halflings the #2 best chance to beat the map quickly. The Archons are an odd sort. They tend toward feelings of superiority and thus are hesitant to join the weaker masses to fend off the evil that is threatening the land. Their powerful troops would make them a wonderful ally so forming a treaty with them is by and far away a wise thing. They start off very small but not too weak. The Archons require the most skill to play and win with but should not be mistaken for weak. They just don’t start with many resources. EXPAND.

The Dark Elves are the worst, most loathsome of the races, they are in it for the money and land yet were never willing to raid the land until the undead came to them with the proposal to do so. They are so chaotic that it is quite possible that a willing player could go against the alliance and attack the undead with the hopes of taking it all! Beware you could be taking on the entire map all by yourselves and without the undead to control their advanced forces you could take some losses that you weren’t expecting. Other than that they are an excellent race to start with, just don’t expect to make friends with the natives ;)
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design2.0
Playability: 2
No scripted text events to further the story (what there is of it). Interaction mostly with marauding independents. Very little interest. Needs a few events to move things along.

Balance: 4
Seems pretty well balanced no matter which side you play; tho factors contributing to balance differ greatly between the sides. for example, dwarves start off hounded with no real way to keep their surface city, but are the only ones who can explore the many hidden areas underground.

Creativity: 2
I don't really see much in the way of creativity here; map design is mostly flat and uninteresting, there appear to be no scripted events, and the only excitement seems to come from the marauding indies who destroy everything in their path (gets very annoying at times, as the AI does a poor job of defending resources, so when indies destroy something, the problem multiplies itself as now there are even more indies looking to destroy). I like the idea of hidden resources underground, but there should be ways for the other players (other than dwarves) to access them.

Map Design: 2
This is where the scenario could use the most work. There just isn't much here. mostly flat terrain of one type (grass), with a few rivers and mountains to seperate the players. Not much to look at. Too much of the underground areas are devoted to hioding resources in diggable dirt. All players but halflings and dwarves seem to be too isolated from the main AI threat (undead).

Story/Instructions: 2
It implies a grand story, but I see nothing once play starts to indicate that there is one.

Additional Comments:

I kinda see where the author was going with this, I just think they need to spend more time on the details and rework it to make it a bit more exciting.
I like the idea that you are under immediate threat (halfs and dwarves), but the threat ends up being kind of underwhelming after a few turns. The map and distribution of "Evil" armies should be reworked so that all races are under quick threat, and a serious one at that. I think this map would be well re-done as a scenario that helps build defensive skills based on AI attacks, not random indie attacks.

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Map Design2.0
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