This map has been made for the mapmaking competition. I haven't had much time to thoroughly test it but I hope things work out.
Yes, this map is hard. Very hard...
Knowing that, the map is intended to play a bit unusual. You may find yourself forced to cooperate with your sworn enemy against the might of the Highmen, or perhaps resort to a wandering existence, or assassin-like missions.
And if all fails, the one standing the longest has won...
A really fine scenario, and IMHO should get more attention from people on the Heavens than before. It is a REAL challenge, with powerful AI forcing you to resort to different strategy than steamrolling the AI-races on your way to the enemy, and making it a more unique map. The terrain is beautifully designed (especially the swamps and the underground), locations smartly located, and for the story geeks, there is an fun intro and several signs and pop-ups, effectively building an excellent atmosphere. I would personally wish for some user-created items & heroes, but the highly original concept makes for it. Overall, a map definitely worth trying!
Posted on 06/03/14 @ 11:13 AM
Played as Orcs
All AI set to CPU Emperor and Aggressor
Allied Victory On
Game took 61 turns. The Highmen are a tough nut to crack! The Goblin AI did not do much to me, except tunneling all the way around the underground to surprise me....with a lone drill. I had to resort to hit-and-run tactics on the Highmen's capital, and lost many units to those blasted altars.
This map plays like a chess match.
Great map and a great challenge! Beef up the AI a little more and it will make a challenging co-op map.
I question giving the Orcs a beetle and the Goblins only a drill and warlord. That doesn't make sense to me. Mobility is huge for this map. A warlord won't last long against the hordes of astras and titans.
Loved it, though I wonder if the lizard territory should have had a land bridge or cavern entrance (tunnel to it) somewhere.
Map Design: 5
I would suggest customizing the wizard towers to have spells (from opposing schools) that would have a benefit to the human players or the AI. Randomizing makes the balance too swingy, in my opinion. For example, Water Walking and Fire Halo could be interesting spells, given the layout of the map.