Posted on 12/20/08 @ 04:01 PM (updated 12/22/08
Now we visit Mexico, the Yucatan Peninsula.
|# of Players:
||6 Egyptian Players
||AoM: The Titans
6 Players, Egyptian Gods
6 Different Mayan cities as starting places.
Everyone is a rising power in Mayan history.
a by Nick_The_Hun made scenario.
Berrybush trick for new farms.
Trick with goldmines, looks like stone mines.
Jaguars instead of wolves (No Mod!)
All bugs are fixed.
If you find any post it.
And leave comments please :)
|Author||Reviews ( All | Comments Only | Reviews Only )|
Very playable. I greatly enjoyed playing this map, and most if not all my disappointments were caused by want of more, not lack of material. By reviewing the triggers and map in the editor I could tell a good amount of time was put into this, and it really shows in gameplay. I would most certainly recommend this map to all who enjoy modified supremacy or Pelo Wars esque games.
While the balance in the game is more than above average, I knocked you off a couple of points due to the very intricacies of a new system forged by the many altercations to combat. By removing calvary you had to adapt the spearmen to different use, and in doing so (as well as changing the midgol units) I feel alot of balance was thrown off. I would review the midgol spawns bonuses versus barracks units and vice versa, as well as continually test the spearmen and how their changes affect battle. It was very difficult to knock down buildings of all types, more than usual; it would appear you had added HP to various buildings in the triggers I observed. Perhaps this was your intent, I do not know, but I would advise caution in that respect. As for culture v. culture,so many various bonuses and such were added, I find it difficult to believe the balance is adjusted properly. Locations were most certainly unbalanced, maroon and yellow in the game I played with you had very strong starting locations, red and blue having weaker. Although QVs randomize this, I would still suggest adding natural defenses to some territories or making sure cultural strengths are paralelled by weak location. There is nothing regarding balance I believe you can't fix, and with more playtesting and revision I'm sure this map will be astounding.
Oh and more relics would be very nice, as well as getting rid of the eyecandied mines. They were nice, but interfered heavily with mining.
The historical accuracy and intrinsic detail of the Yucatan topography is great. No lack of creativity here. I knocked off a point only for the fact that this map is essentially a Egyptian Pelo Wars, and while a good one, is still a stolen idea in some ways. Random events that pertain to Yucatan history would serve to even boost my praise here if added...
Map Design: 4
Decent eyecandy. Obvious you put time in here, especially since you had to pay attention to the nature of the actual location. Alot of smaller detail could be added, and a few areas were awkward (the blackish area above El Mirador, the swamp with the rough shadow covering it). The cliffs and the forests were well mixed, and variation in elevation and terrain mixing always helps.
GREAT instructions. The objective menu contained everything you would every want to know about changes in culture and combat, and provided details on each relic (though they were few). You could have added more of a story, but a lengthy intro cinematic has its downsides too so I didn't knock you off a point. Besides, the egyptian culture suited to Yucatan names and style worked out very well and I was very impressed.
Great map. Having played some of your others, I can definetly see progression in your work and I hope you will continue to experiment wiuth map design. I would definetly recommend download for Riv Civ and Pelo Wars lovers.