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Single Player Maps » Last Stand Before Destruction

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Last Stand Before Destruction

Author File Description
Queen Elquein
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. :)
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Angel Draco
Rating
4.6
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
WOW! "Impossible" difficulty is right! I consider myself an AOW Veteran (I whip RayB on a regular basis :), but this would give anyone a run for their money! :)

I loaded up this map last night and the game was over before it began! I had "simultaneous" turns on and before I knew what was happening I was being attacked (oops, I mean "slaughtered) by dragons and other powerful troops.

You begin the game with several Level 4 cities across the map. Immediately, you are attacked (and killed) by powerful armies from all sides in several locations.

Those heroes put up a good fight, but they didn't last long. My only question is, are they supposed to die right away, and then your main hero is supposed to go around and redeem them? Or is it possible to win those fights?

Also, the game begins with a poor lone hero on a tower that is surrounded on all sides by wraiths (literally, every hex). He has no spell casting and no magical weapons. He dies immediately. I haven't checked to see if one of my other heroes could cast enchanted weapon on him or not. I will check tonight.

Other than handing me my ass on a platter, this map is great. I used the "no fog" cheat to take a gander at it after the third time I died on the first turn and it looks beautiful!

If you want a challenge, try this map!
Magog
Rating
4.2
Breakdown
Playability5.0
Balance3.0
Creativity5.0
Map Design5.0
Story/Instructions3.0
OK, this is the toughest map I ever played....But it's very good looking. Only a few teleporters and no underground, just the way I like it...

After playing almost 100 turns, I have 4 heroes, some level 4 units and ONE city!
I don't know if you can beat this map, but here are a few hints of how to get started :

1. One of your starting heroes has Grass Concealment.
2. Move all your troops to a Dark Elf city to the southwest.
3. Loot one or two of your own cities to get gold.
4. Don't count on any help from the Dwarfs...

/M
Tekk Zero
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
I think this the best map I have played in a long time. I found this map to be hard, but not die hard (except when I played it with Warlocks--now that was a challenge, so hard I never finished it, but with TS 1.36 it was pretty straight foward). In one game, I was able to save all may leaders at the start and around turn 5 I wiped out the goblins. I guess figuring out how to save all these leaders helped out alot. I found one very big definite difference playing between the version, for your winning strategy Unicorns I feel are the key in Warlocks (they can when backed up by other weaker units can wipe out many enemy Lvl. 4 units), however in TS 1.36 they are extremely weak. Hereos also varied in the games and their usefulnesses. In TS 1.36 your heroes could become ultra powerful and could be used as a great hutch. In Warlocks, however, they are only useful as spell casters. I also found the Dwarves could be asset if you can aid them in the south, the dwarves seem to make big gains in the north against the Dark Elves, if protected from the Undead. I believe I would rate this map on TS 1.36 Hard and on Warlocks-nearly impossible, but beatable.
TheWeedMan
Rating
2.6
Breakdown
Playability1.0
Balance1.0
Creativity5.0
Map Design3.0
Story/Instructions3.0
I mean, you like CANT win. And I dont like the Elves so............ I didnt like it but it was a good map.
Sir Reyald
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
I have played hundreds of single player maps since I bought this game, and I love this one. The map is beautiful, and it even gave me a litle challenge. But I wouldn't say it's impossible like it has been rated, maybe hard.
But a great map anyhow that everyone should play at least once.
wchilde
Rating
3.0
Breakdown
Playability2.0
Balance1.0
Creativity4.0
Map Design4.0
Story/Instructions4.0
There should be a difficulty level beyond "impossible" called "depressing" for this map. I'm so glad she decided to leave the password off of it. It's a really great map design and story, and the author's intelligence and creativity are obvious, it's just set up to make you lose. Adding 5 or 6 high level armies for the Elves actually made it fun. :)
Zarathustra
Rating
4.6
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design4.0
Story/Instructions4.0
This is a most enjoyable map, and needless to say an extremely challanging one (although I think that "impossible" overstates the case a bit. My only complaints with the map design is that in places there are simply too many frills and features, making it a bit too baroque for my tastes. More areas of simplicity, for contrast, improves the visual impact of special effects, in my opinion. The overly fancifull design of some of the land masses (the concentric rings arround the central island), intensified the gingerbread impression. I also generally like to see a wider use of terain types (including desert and frozen lands), but since as I understand it the entire map is supposed to be the land of the ELves, I can undersand why mainly forest and grassland were used. The story was good, but I was disapointed that more use was not made of message bubbles. Aside from the excellent one in the begining, there was nothing else to mark your progress in the desperate struggle. It would have been nice to have messages for each of the heroes who begin at the remote locations to explain what they were doing out there (or, in some cases, to convey their last words). A lot of effort was obviously put into customizing the heroes and there items, so the lack of additional background information to more fully describe their characters was surprising. Also, I would have enjoyed messages in the capital cities or other key postions in the territory of each of the opposing races to give a sense of acomplisment in defeating them. The playability and balance are the best features of the map, given you accept that it is supposed to be extremely difficult. At the emperor level of difficulty for all of computer races, it was a desperate struggle for me in the begining and (while it became clear fairly quickly that I was going to win eventually if I continued playng well) did not turn into a cakewalk (in the sense of having more gold, units and mana then I knew what to do with) untill surprisingly close to the end. I still could have lost everything by being sloppy and making serious mistakes. For those who find that the difficulty detracts from their enjoyment of the map, here are a few suggestions:

1. You will need to hang on to your main resource area (the circle of land immediately surrounding your central city) in the begining, and it will be a seat's-edge effort for quite some time. The key is to put tower forts filled with ballistas at the bridges that control the access (for the first 50-75 turns the only units I produced were builders and ballistas), but you will find that there simply aren't enough gold resources in the area you are securing to support even this economical method of defense. Fortunately, there is a good deal of mana available, so the obvious solution is Gold Rush. As valuable as air spells can be, I honestly don't see any way of surviving without earth magic.

2. It will take time to secure all of the bridges. While you are doing this, use your heroes and high movement units (scouts and unicorns) as a mobile reserve that can quickly move to trouble points as they develop, possibly going on brief expeditions outside the perimeter to destroy enemy forces and temporarily capture resources (the Dark Elf city to the southwest with the power node and the arena is a particularly valuable target, even if you can't hold it for long).

3. The efficacy of your mobile reserve will be exponentially increased if you greatly improve the road network in your central area. Your goal should be a ring of roads connecting the bridges, as well as radial spokes from each bridge into the central city. Building them is expensive, but it is well worth the investment. Roads are another reason for getting earth rather than air magic, since the Level Terrain and Enchanted Roads spells are obviously invaluable in this respect.

4. It may seem like you have mana to spare, but you will need every bit of it before the crisis passes, so husband it carefully. Also, Spellward is absolutely essential, so don't neglect the Cosmos reasearch path that leads to it, filled as it is with less than usefull spells.

5. Once you have each of the bridges nice and secure, you have essentially won the game, although there will still be much hard fighting ahead. You will now be free to use your central reserve on an extended offensive in the next outward circle of land. Once that area is secure (you can move your inner garrisons out to hold the bridges that control access to it, when the time comes) it is a pretty straight-foward matter to move from island to island untill the entire domain of the Elves is free once more.
TekkaZeroX
Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
Although many have claimed that the balance to the game is poor, I think it is over exagerated. Very challenging, but they is a way to instant victory. The path to victory is set by keeping all your hereos the first few turns. It may seem impossible but it is not. If you play it on Warlock's your only chance is to find a item called "Absolute Immunity" it is the only thing, which can make one of your leader ultimate.
jstarkweather
Rating
2.8
Breakdown
Playability3.0
Balance1.0
Creativity4.0
Map Design3.0
Story/Instructions3.0
I have to admit from the reviews I was expecting this map to be really great. Unfortunately (and perhaps because I do have Warlocks installed) I found it utterly depressing. Sure there is one of your heroes at the beginning that you can save from the slaughter. And it's fun to use him as a Rambo-ish figure killing unaware evil passers-by. But the real problem with this map is that you just end up running back and forth across the central map putting out fires (or in this case killing, or trying to kill, the enemy). And with Warlocks Rule Set the enemy is TOUGH! Not to mention all the flying creatures coming across the water nilly-willy taking your undefended cities (that you can't afford to even garrison) and resources. In the end I just raised the white flag and gave-up. And believe me, as a 15 year veteran of computer strategy games, I am not the type to do that.

Ok.. So it was made to be challenging. I get it. But really. If the Elves were ever caught this unawares they would certainly be obliterated. They don't even have the aid of any gold dragons!?!!! The enemey has scores of reds and blacks. Geeesh. :)

Oidar
Rating
4.8
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
I had to try this, as this map seemed quite popular, and impossible. Well of course it's not that hard, but challenging anyway. The terrain is great too. Great map.
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Rating
4.0
Breakdown
Playability3.9
Balance3.5
Creativity4.6
Map Design4.4
Story/Instructions3.7
Statistics
Downloads:5,315
Favorites: [Who?]2
Size:85.29 KB
Added:04/17/01