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Last Stand Before Destruction
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Author |
File Description |
Queen Elquein |
Posted on 04/17/01 @ 12:00 AM
File Details |
Ruleset: |
TS Standard Rules |
Map Size: |
X-Large |
Playable Races: |
One |
Surface Levels: |
1 |
Difficulty: |
Impossible |
Playable races: Elves
This map is hard, most likely you will get defeated several times before you can actually come out as a winner.
But sometimes we need these hard maps to remind that we are never unbeatable, so it is time for heroic acts. :) |
Pages: « First « 1 [2] | Author | Reviews ( All | Comments Only | Reviews Only ) |
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Blacksmith_Tony |
Posted on 02/28/03 @ 12:00 AM
I really enjoyed this map. Despite the fact that it really isn't all that hard, at the beginning I still had the feeling of fighting against impossible odds (which was good). Definatly a map I'd play more than once. |
Xenobea |
Posted on 01/24/04 @ 12:00 AM
Frankly, it's a pity that more time wasn't spent on spell-checks and playability.
While the terrain is certainly attractive, if saccharine, and the custom heroes are interesting, although mostly nigh usable due to peculiarities of start positions, this is another of those maps in which the mapmaker felt compelled to cram every idea about what might make a map attractive or "interesting" into one single map.
The result: a map that was near-unplayable for a decent player who is not willing to spend an ungodly amount of time to beat a scenario. The AI turns take twenty minutes apiece (which I consider an indecently long amount of time), and it seems just rather pointless to assign the player a bunch of starting units spread in seemingly random and cruel locations.
Furthermore, I am puzzled why someone would take so long to make a map and not even bother to read the text over once. Every message that I saw had at least one very obvious mistake. And the story isn't even terribly interesting. I can't agree with all the accolades this map has received. While I certainly found it hard, I couldn't muster up much enthusiasm for the map or the story behind it. |
starlite |
Posted on 09/10/08 @ 09:22 PM
Playability: 4
(Insert Playability analysis here)
Balance: 3
(Insert Balance analysis here)
Creativity: 5
(Insert Creativity analysis here)
Map Design: 5
(Insert Map Design analysis here)
Story/Instructions: 5
(Insert Story/Instructions analysis here)
Additional Comments:
This map is not that difficult really. In Age of Wonders, the imbalance of heroes, skills, spells and units is far too great. If you can detect those imbalance, it is easy.
The most important one is combat strategy. AI is plain stupid. As long as you can inflict any ranged damage, the AI will automatically come to you. Then the strategy is shoot and run for extremely difficult fights such as fighting the dragons and an overwhelmingly large army. I don't know if this is allowed of not, but you can withdraw from battle for unlimited amount of time. So everytime I fight an impossible battle, I kill a unit and withdraw and repeat. Without this strategy for this game, those stranded heroes outside will die definitely. There is no way out.
For units, ballista is obviously imbalance. If no choice, go for all ranged attackers like archers. What is better than dealing damage without retaliation? There are a few other imbalance units like Orc Warlord, but in general only ballista for all races.
The good spells are haste and healing water that I use all the time. Combo healing water with high hitpoints. If you have lvl 5 Spell casting and 20hp, you will have 100 life to last any battle. Of course this is to play the solo hero fighter. I manage to save all heroes except for one in this game and they act as huge destructive weapons from all over the map. Town gate is essential. Hero-centered strategy is always best as they are fastest moving, continuously growing, and you can accomplish at least 5 times faster than moving with a huge army of units.
This review is getting too long. There is a lot more I want to share. You guys should discover yourself. This is a fun map!
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Mac_Biodiesel |
Posted on 03/24/14 @ 09:26 AM
My game:
Leaders on - yes.
Customize leaders - yes.
Allied victory - yes.
Exploration - yes.
Turn style - classic.
Game ended on turn 71. I had 4 super-heroes, and 1 moderate hero. My favorite moment was when the Undead AI cast the spell Life Mastery of all things, giving me a gold dragon and making all of his own spells cost double. Duh.
Playability: 4
Fun map that I will play again, but maybe tweak with the editor first. I thought the heroes and items were too strong for the elves. Not the starting items, but the items I plucked from the dead evil heroes. Better to up their starting level than boost with steal-able items.
Balance: 3
Not as challenging as I hoped. My mainland was only attacked by the AI once, and that was about turn 3 by a modest pack of goblins (trolls, wyverns, and hero). They only got as far as taking a node before I cleared them. After that, I kept the choke points all stacked and the AI never tested them again. I employed a guerrilla-style scorched-earth campaign with my isolated heroes that I think proved very effective in distracting the AI and keeping him from concentrating on my mainland.
Creativity: 5
Well done!
Map Design: 5
Beautiful map with lots of interesting nuggets, like the Valley of Death. Good placement of alters and resources. I like that you hide a hero in a dungeon in the corner, but I'd prefer that you put a message bubble at the start letting the human player know that it's there. This encourages him to take risks to explore and find it. Otherwise, a map like this, I'm not peeling my valuable defenders away to explore every nook and cranny on the off chance of finding a powerful ally in a dungeon.
Story/Instructions: 5
Ample use of message bubbles and great back story. Well done!
Additional Comments:
Next time I play I will probably turn leaders off. Assassinations made the game too easy.
I'd like to see this modified into a two-player co-op map. I might just do that myself, actually. I wouldn't make the dwarves any stronger, so it will more like a Batman/Robin combo than two equal human players.
I'd also like to see the races inverted. Put the Dark Elves in the middle, and all good races around them. I really like the "last stand" format of map. See the map "Bitterhorn" for another one. Also the stock map "Rocky Hollow". |
PetrusOctavianus |
Posted on 03/01/21 @ 07:16 AM
Quite a brutal map, which provides a good challenge even for veteran players. You can't afford to make many mistakes in this map.
Quite a dynamic (especially with Leaders On when you assassinate your first rival and all the now independent units wreak havoc) and strategic map, with good use of sea and portals.
I really liked all the custom heroes and items.
I played it twice, first with a custom (like Dark Elves having Hydras instead of those lame Incarnates which the AI can't use) MolzyMod and with Leaders On.
This is the most brutal AoW game I've played, with enemies eventually having multiple Master spells up (some of them available at Wizard's Towers) and then the Orcs casting Power Leak to make it even worse, with all your units being Cursed and fighting Stone Skinned enemies.
I quit when I had assassinated my third and most powerful enemy - the Orc leader.
I then played vanilla with leaders off, and concentrated on getting Life Mastery ASAP. Apart from the very beginning (due to one less hero and lack of spell power) this was easier and with no leaders the only enemy Master spell was the Undead's Earth.
Very enjoyable map.[Edited on 03/02/23 @ 01:58 AM]
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Pages: « First « 1 [2] |
HGDL v0.8.2 |
Rating |
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4.0 | Breakdown |
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Playability | 3.9 | Balance | 3.5 | Creativity | 4.6 | Map Design | 4.4 | Story/Instructions | 3.7 |
Statistics |
Downloads: | 5,311 |
Favorites: [] | 2 |
Size: | 85.29 KB |
Added: | 04/17/01 |
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