A simple map with not too many cities for a quick round of AoW.
||TS Standard Rules
Possibly some custom created heroes and items as it is a while since I created the map.
Comments/replies/ratings are appreciated.As with the previous one, if feedback is positive, I might upload more of my maps.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Played as Halflings
Allied Victory On
I tried something different to try and increase the challenge: I made all the good races (that might ally with me) CPU Squire/Aggressor, while all other races were CPU Emperor/Aggressor. Unfortunately, it didn't have any effect. The AI was completely ineffective on this map, so it is definitely NOT for single player.
Except for the start, this is a fairly open map that could make for an interesting multiplayer game. Not a good map for single-player at all.
Mostly fine, but the Halflings get to start nearly in the center of the map, which seems unbalanced. Also, the start town for each race is surrounded by mountains, forcing them in an initial encounter with a 1-hex town. I have no problem with that, but this gives the Dwarves an advantage because they can easily bypass that to grab the nearby resources. Perhaps surround the Dwarves with water, instead.
For starting units, each race gets a lvl2 cavalry unit, but for the Halflings this is a Satyr. Satyrs straight-up suck. They'd be better off with a swordsman, but more comparable would be a pony rider. You're mostly likely giving an enemy lvl1 unit a free medal when it easily kills it. I'd prefer to disband it and let my leader kill it to get those XP, and also save the gold on upkeep.
There are places where monster caves are clumped together. I'm not sure what the intent is here, but I think it would be better to disperse those more sparsely around the map. It prevents a single Hero from cleaning a bunch out in a couple turns. No wizard towers or altars on this map.
Map Design: 3
Good use of roads and dispersal of towns. Each race starts with just a hero and a single lvl2 cavalry unit. And the race must take out a 1-hex town that is defended by 5 lvl1 units before it can expand/explore at all. This makes for a very slow start. I like making a race start in a 1-hex town, but at least give them a few token units to get going, especially if you're going to force them into a town fight before allowing expansion. By the way, this start configuration paralyzes the AI, even at Emperor level. Maybe it would be more aggressive without Leaders On, but I got down to the Frostlings by turn 8, and they had still not gotten past that initial 1-hex. They were easy pickings for me. I would have been more conservative myself had I not been able to use Tactical combat.
Nothing provided in this category.
I like that the items found in the caves/ruins are not uber-powerful. Although my first cave scored an item with snow concealment, which made my leader invisible for the rest of the game (map is pure snow).
A few Altars of Fire near the frozen-water passages could spice things up a bit in multi-player, (heh heh heh).
[Edited on 05/16/14 @ 06:53 PM]