Playable races are humans, frostlings, elves, halflings, dwarves and goblins.
||TS Standard Rules
If you want to know more, read the wonderful story that Blue wrote for this map. :)
What else can I say...it took me 8 long months to make this map (of course I didn't work with this map all the time..obviously).
And this map would have never seen the daylight without the help of Edi and Blue, thank you both very much.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Another fine map by a wonderful mapmaking team. The scenery is quite lovely and intricately detailed. The teleporter system is very well done and adds a lot to this massive work.
Fun to play and beautiful to look at.
this is for sure the best map i ever played.
the detail and gameplay is unmatched.
i always thought playing alone against a cpu is no fun, but i kept playing Athendore ;-)
the map designers of aow2 should take it as an example how their campaign maps should look like....
thansk for this great gift Queen Elquein.
I can only agree in what the others already said, this is great! There are no old boring heroes and items, everything is new and keeping the high detail level of a map this size impresses me.
I haven't yet beaten it but I'm playing it with the frostlings and it's very challenging.
The only bad thing about it is that it takes forever for the CPU players to finish their turns, atleast on my computer.
Well, what can I say. Everything that needs to be said has already been said by the previous speakers. This map is a true masterpiece. I started this map up as a PBEM with two of my friends, and I have never seen such fast turns from them before. I believe they must like this map as much as I do. :) Good job!
Four days ago I finally finished this awesome map. I found it more addicting than any other map I played before (incl. AOW2-maps).
The story is detailled; especially in the beginning. I’ve started different games for a few turns, just to read the story for all the playable races (balance is good). During the game you encounter a lot of stories from wizards, farmers, (rescued) heroes etc. These stories are good: they often fit the main storyline and/or give you clues about the terrain and/or are just plain fun. Almost every place, building (esp blood shrines) have vivid names. These things make this map very alive.
From the Ash dune to South Winter home, from the isle of Arrynise to the Bone Museum, the map is detailled and creative. Every aspect of the map is carefully worked out (almost, e.g. a few empty signs) and even now I am sure I did not encounter all the stories, heroes and other secrets in this jewel.
Because of the qualification ‘impossible’ in the map-review and the good reactions on this map, I decided to play this one. After playing with the dwarves for about 40 turns I had to give up (because I made some wrong and fatal decisions). And indeed: this map is difficult! I started all over again and was again challenged and addicted. Still I think it is impossible without reloading saved games a few times; especially in the beginning. Also a detailled (handmade) drawn map is a necessity (and fun), especially if you don’t explore the map before hand. Because of the complex teleportsystem I (word-)documented (almost) all of the teleports; I guess there are about 150.
Let’s hope and pray that AOW2-maps become as good as this one.
This map is great. If Aow1 had no campaign and no other maps, it'd still be worth the money for just this map. However, in such a gigantic masterpiece minor problems are uneviteable. I noticed the following: 1.) Items that grant healing, dispel magic, markmanship I-IV, turn undead II-IV don't work. 2.) If a heroe(ine) carriing an item dies inside a prison, the game crashes (At least on my system). One probably doesn't want ones own heroes to die, unfortunatelly there is an undead hero with an item guarding the prison next to halflings start. This prison is unexploreable unless you bring a lot of avatars and there is not even a sign or text bubble. 3.) Two of the teleports next to the city of Bloodearth have exactly the same destination; one teleport of the halfling transport central leads on a mountain hex, I doubt, that this is intentional. 4.) Sometimes Arglum Firefist (the OrcLeader) disobeys his guard order (I suppose, this is triggerred by the fire domain fires) and even separates from his bodyguards; killing him around turn 35 makes the game rather easy, as his orphaned forces turn against the Azrak and the production of Red Dragons stops
An addicting scenario. All the races are very challenging. Don't be discouraged the first time yoyu are killed. There are many original challenges on this map and some huge rewards.
Balance is good except for the extreme difficulty. Dwarves are almost impossible!
Very original and realistic terrains. Many interesting signs and items.
Map Design: 5
Map has a nice feel to it. very few bottlenecks but traffic flow is mostly channeled. A back door to every place. Has the toughest and richest dungeons I have ever encountered.
Good storyline and subplots.
The mastery spells are critical. The bad guys will through death and fire mastery up and power leak you to death. You must attain your own mastery spell and use it. Air mastery is the most potent as it will slow down the dragons and marauding fliers.
A masterpiece, one of the berst scenarios I have ever played.
Played as: Goblins, then Dwarves
Customize Leaders On
Allied Victory On
AI as CPU Emperor - Normal
I'm on my second play-through, and I expect I'll do a third soon after. Goblins will have NO friends (although the soft Halflings offered), but will benefit from the enemy castings of Death Mastery. Use those black dragons wisely. As Dwarves, I got alliance requests from every race except the three big baddies (Azrac, Undead, Orc). Even the Goblins wanted peace.
This map is the hardest difficulty I've ever played from this website. Even having multiple super-heroes does not make it easy. That as the map's goal, I believe, so I give it a 5 for achieving that. From what I can tell, balance between the playable races is good.
I'm extremely impressed; work of art.
Map Design: 5
Extensive use of teleporters is frustrating/challenging for a human player. As Goblins, my approach was to go into the highway and blow them all up, just to help manage the onslaught of enemies. Despite map being huge, it's easy to traverse.
Excellent use of signs, as it really helps you learn the map's layout and landmarks, which becomes important with the teleporters. I love how many message bubbles have customized text, depending on which race you are!
I'll admit, I've had to reload NUMEROUS times from saved-game files. If you are hard-core and never load from save, expect to restart often. Another user suggests putting up your own Mastery spell is required, but I never got that far. My heroes became powerful enough that I could hold my borders while doing targeted offensives. I never had enough mana for a Mastery spell, as the opposing Mastery spells double the cost, AND there are frequent Power Leaks. I found it more economical to cast low-level buffs on my powerful lvl 3/4 units.
Archers, archers, archers, and a few priests to deal with the physical-immunes. My biggest gripe on this map is I never could afford to upgrade any cities. I had too many fronts to defend against dragons and physical immunes. Dominate is your best friend here, as you can "recruit" those high-level units for free, including heroes.
Spell Ward negates the AI's spell-casting advantage, as they aren't smart enough to dispel it. Rush to research that spell and get it up, and you can do it before any other Mastery spells are cast, and before many dragons are summoned, majorly nerfing the AI.
[Edited on 12/01/15 @ 06:55 PM]