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Downloads Home » Multiplayer Scenarios » Mesopotamia Wars

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Mesopotamia Wars

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# of Players: 8
Version: AoM: The Titans
Another game of my Culture Wars
This time we're playing in Mesopotamia,
so we should only pick Egyptian gods :)
- Myth units stronger, cost more, build limit
- Priests stronger, cost more, build limit
- Building wonder gives more strength
- Custom Relics
- Nature Rain
- 100% Custom Map made by Nick_The_Hun
- Egyptian Gods Only!
- Plays like supremacy

- 8 Playable Ancient Civilizations:
- Babylonia
- Sumerian
- Hittite
- Assyrian
- Persians
- Elam
- Palmyra
- Akkadian
each with their own powers!

Screenshot comment: the 2 rivers are Euphrates and Tigris ;)

Found any bugs? Post it here
or wanna preview? ^^ also accepted ofcourse

Bug fix 20 april 2008 22:35 (+1 West Europe)
Fixed: reveal map, anubite & avenger upgrades.

Bug fix 09 augustus 2008 17:23 (+1 West Europe)
Fixed: Mummy, more population from town center, akkadian powers in myths, citadel strength fixed.
AuthorReviews   ( All | Comments Only | Reviews Only )
Khan And Steak
Map Design4.0
Playability: 4
This map was fun to play, but it could have some improvements. The very first thing that I must suggest is that the cinematic is either taken out or starts earlier. It causes much confusion and lagg at the start of the game. The active Mother Nature is a good addition, however it would have been better if GP Blocking was enabled so that when Mother Nature casts rain, you can still use you're god powers, more on this later. I liked the fact that you specialised each player however.

Balance: 5
I thought you did very well here. Each human player starts out in an equal position with equal starting resources and equal starting units. They are not matched perfectly, so you aren't seeing the same place over and over again. Instead you have creatively made different areas that are very balanced in terms of resources. For instance, one player starts rather close to the water and therefore has access to fish faster, however has a reduced amount of hunt to compensate. I thought you did very well here.

Creativity: 4
I thought you had a lot of things that were very creative in your map. some of these include: modified units (myth units and priests), modified cultures, no houses, custom relics and wonders give your entire culture a strength boost.
The modified units where good because they are heavily relied upon, especially the priest. Put that in conjunction with the modified cultures and no houses and you've got a recipe for a completely new gameplay/game style.

The last thing that I have to touch on is the Mother Nature using god powers. This should have been a positive, but it definitely has negative aspects. As previously stated "it would have been better if GP Blocking was enabled so that when Mother Nature casts rain, you can still use you're god powers, more on this later". This could even be implemented so that when Mother Nature uses Rain disabled GP blocking is enabled and that when the rain finishes it is turned off again, repeat for every rain cast. The trigger you're looking for is "Disable GP Blocking" not "GP blocking" (sorry but I used to forget what it was called all the time, and then I couldn't find it for ages because I was looking in the wrong place)

Map Design: 4
I thought that you did very well here as well. I thought that everything was rightfully placed in respective to each player and that they was little spots of eye-candy here and there as well. The only thing that kept you from a 5 was the trees. They were all over the place... it actually added to the atmosphere. However in terms of Game play it was really bad, there are no big clumps of trees to chop down, and one could easily spend 60-70% of the time micromanaging his wood vills. This is not really what you want in a suprem map like this IMHO. However I say again, the trees did look nice as they are... they just don't play nice.

Story/Instructions: 3
Instructions where there, they where neatly laid out, clear however not concise. I'll bet that no one read them except me. The plain reason is that they are too long and no one wants to leave himself open to attack while he reads the instructions. There was almost no story. At the start it was there, but it was just a "you are here, claim your land in the name of your kingdom" type of story, try implementing a more creative story that is carried out throughout the scenario. Like maybe give each player a "God Challenge" that is different to every other culture. And their god is happy and does something awesome when they complete it. Of course flesh it out more than what I have stated so that it includes a background and has a reason to why the challenge is set.

Additional Comments:
Good, Suprem map. The Mother Nature rain is a bit of a nuisance on some respects, but overall a good to high quality map. A well deserved 4.0.

Congratulations ~ Steak

[Edited on 09/29/08 @ 11:59 PM]

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