RogerRabid (id: Roger the Rampant) |
Posted on 07/31/07 @ 05:33 PM
File Details |
Ruleset: |
AoW: SM - Unofficial Patch 1.4 |
Map Size: |
M |
Levels: |
3 |
Single Player?: |
Yes |
Co-Op vs. AI?: |
Yes |
PBEM/Hotseat?: |
Yes |
Multiplayer Online?: |
Yes |
# of Wizards: |
4 |
# of players: |
4 |
Skill Level: |
Any (depends on AI difficulty setting) |
Password Protected: |
No |
This is a Dwiggs (1.4 patch) map designed for online games, so it needs Dwiggs 1.4 Patch mod installed for the map to work properly. It has been specifically designed for a strong player (such as Timelord) to fight another 3 (allied) human players, but of course you can use the map in any way that you see fit
NOTE: PLEASE READ THE SIGNS NEXT TO THE INNS CAREFULLY BEFORE DECIDING WHICH INN TO ENTER - ENTERING ONE INN INSTANTLY DESTROYS THE OTHER TWO INNS! One inn contains neutral heroes, one contains undead heroes and one contains archon heroes, so choose wisely for the sake of your stack morale!
This map offers a wealth of tactical options for killing off your human opponents, and it is set up so that you can play any race from any location. Some raiding indies have path of frost, path of decay or path of life, so if you don't want them ruining your crop income I suggest that you kill them off quite quickly.
Essentially you have 3 domains on the surface which all lead out to a central island, and that island is packed with towns. So one obvious way of winning is to take control of the central island, then go across into your opponents' territories.
If you want to sit at home for hours just building outposts, you will find a diggable section in the caverns near your capital, as well as a large expanse of available land in the shadow world, both of which are ideal for building outposts on. Personally I enjoy playing against a more aggressive style of player, but each to their own - this map tries to cater for all tastes.
Should you wish to go directly from your territory into your neghbour's this will be quite difficult, as there are mountains in the way, but if you can find a unit such as a steam wagon or an air galley to transport you over the mountains, you might be able to surprise your opponent.
Alternatively all capitals have water leading right up to them, meaning that all capitals can build a shipyard, and attacks by sea are feasible.
If you prefer to use the underground route you will need to take a tunneling unit of some sort with you, as every capital has a cave entrance nearby, but it's protected by an earth barrier.
Should you choose the shadow world for launching an attack on your enemies, you might find that you have a bit of a problem. That's because none of the shadow portals will actually take you to your enemy!
Good luck, have fun, and don't forget to email me with any constructive suggestions you might have for improving the map (rogerforward at hotmail dot com)
For those that are interested in balance, or the unashamedly pedantic, here is my list of resources for each player:
A choice of neutral, archon or undead heroes near capital
5 easy to reach towns on the surface, and one further away
Easy to reach town in the caverns, and one further away
Diggable earth area in caverns for outpost building
Shadow world area for outpost building
Razed supermine by capital
4 spirit quests (with defenders) near cap
4 spirit quests (with defenders) in caverns
Production resources
Camp site
2 farms
4 random mana, 3 random gold
Dragon peak
Water mill
Guarded healing house
Dungeon near capital
2 random nodes with random defenders in caverns
3 random nodes with random item and strong defenders on
surface, plus a healing house
Random node with random defenders on surface
One "evil" recruitment structure
One "good" recruitment structure
"Shipyard"
Shipwreck |