Age of Wonders II Heaven Julia with Gameplay background
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Downloads Home » Scenarios » Valley of Opporunity 2.3

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Valley of Opporunity 2.3

Author File Description
File Details
Ruleset: AoW: SM - Unofficial Patch 1.4
Map Size: XL
Levels: 2
Single Player?: Yes
Co-Op vs. AI?: Yes
PBEM/Hotseat?: Yes
Multiplayer Online?: Yes
# of Wizards: 5
# of players: 3
Skill Level: Advanced
Password Protected: No
Surface Minimap:
Cavern Minimap:
This map was inspired by the final battle in the Valley of Wonders. You may play as the Undead, the Keepers or the Cult of Storms. Archons and Humans are there, too, but are AI-controlled.
This is my very first map, and I think I will improve and update ist, since it's not perfect yet.

This is version 2.3 now. Improved the balance and did some other minor changes once more!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
Version 2.1 is online.

[Edited on 04/10/07 @ 10:27 AM]

Hello Leonaru,

People don't need to install these packs to play. The portraits you use come with the map.
Your style of mapmaking is very natural! Although you're not doing anything stunning, visually, it still feels like a high quality map! The underground could have used a bit more work, imo.

If you're ever up for a new map, it would be interesting to see how you handle some more special areas and get even more creative with the brush! For a first map, this is very good!

Anyway, the map seems to be made for gameplay, and in terms of balance, you have chosen for a classic design of a big boss in the middle and some others around.

Speaking from experience, it seems well balanced although the differences in starting armies might skew things a bit depending on single units.
For example, you may need to be very careful when considering to provide units like succubes at the start. Also, the Undead Reaper in v1.4 has (imo) been greatly improved and when used as a start-unit in a world of lvl-2 and 3's can turn into an unbeatable unit on gold medal (and this is easy to get to).

All in all, I think this is a VERY interesting map to play, and it might even interest some of the die hard players on this site with only a few minor tweaks. This says a lot...

The design seems elegant, and its a strong formula!
Keep it up and I hope to see more submissions (in english... ;))

[Edited on 04/05/07 @ 09:45 PM]

File Author
This is version 2.1 now.
Everything is in English now, inluding the signs I forgot to translate. Mort won't have the Reaper anymore, which was to strong, and Tarlic lost his Sukkubus, but got a different scout unit instead.
I changed the wizard portraits and improved the player biogarphies. I also added or removed some units here and there for better balance. The underground is a bit different as in 1.0.

I hope you enjoy this map!
File Author
Version 2.2 is online. Joseph is a bit weaker now so that playing the Keepers will be less hard and Joseph will not overrun the other
CPU-Players too fast.
rat_peddler V2.2 is probably a good move. I am playing V2.1 as the Elves. I am starting to make progress, but it has been a slow go. I am playing with M&H mod which seems to make defense of decently defended cities much easier so playing a defensive start is a workable, but slow strategy.
Map Design3.0
My review/rating is based on the 2.2 version of the map.

Playability: 4
Base = 3, +1 constant action/activity for player. -1 too few exploration sites (magic vaults, quest stones and other non-item sites would be best, I think, for this map.) -1 inactive independents. +1 Good AI players. +1 Sufficiently playtested to eliminate game crashes and non-working features.

Balance: 4
Base = 3,+1 pinwheel deployment (not too original but good for balance - especially with strong AI in middle.)+1 "player" AI wizards stayed alive vs "cpu-by-design" AI players - this can be hard to pull off! -1 AI has a hard time exploiting teleporters, especially when they are close to key cities.

Creativity: 3
Base = 3, -1 copy of an existing map. +1 good interpretation.

Map Design: 3
Base =3, +1 linear features are well executed for dividing areas w/o excessive channeling. -1 could use more exploration sites. +1 Teleporters are handy to speed movement on an XL map and accelerate game play. -1 The underground maze is well done (I'm a little at odds with Swolte here,) but it needs a better "payoff" to make exploring it worth while.

Story/Instructions: 7
Base = 3, +1 No obtrusive and lengthy popup messages. +1 No distracting but essential-to-victory quests. +1 No forced linear gameplay from linked objectives. +1 Good hero and wizard descriptions. The only downside is I'd like a couple more signs to identify features - but this is extremely minor and not worth a -1.

Additional Comments:
This is just the kind of map I love! XL map without excessive RPG/story content! I had a great time playing this map.

I've included a detailed explanation (above) of how I reached each rating. All categories start with a 3 and receive pluses and minuses for characteristics I thought especially important or noticeable. Some features helped you in one area and hurt you in another - those are the choices you live with as a map maker.

Style wise, the map's a little sparse for my liking, but that's a matter of taste and shouldn't count against you in rating, (many folks prefer this look.) I burned you on sparse exploration sites twice - that may seem a little unfair, but I think most players really enjoy the "goody-huts". If you add more at some point I'd suggest sites that have a payoff other than magic items, due to the small allotment of hero's on the map.

I very much look forward to more maps like this from you in the future. Keep up the excellent work.
File Author
Thank you for review, Needles. I will load up another map soon.

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Map Design3.0
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Size:1.07 MB