|
Author |
File Description |
El Moppo (id: C J) |
Posted on 07/06/05 @ 02:53 PM
File Details |
# of Players: |
6 |
Version: |
AoM: The Titans |
First, the credits. This map was made by me, but it was built on Cheezy's World Map, so I do not take credit for the lighting or sound triggers.
At the moment, only the Vikings posess unique stats, seeing as they must traverse the sea to contact any other player. I may, though there is no gaurentee, give the other factions unique stats. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Out Reach (id: newreach268) |
Posted on 07/07/05 @ 03:32 AM
been looking forward to this map :D lets see how much fun it is! |
Out Reach (id: newreach268) |
Posted on 07/07/05 @ 04:46 AM
a few teams are very over/under powered.
the picts start with no TC, and start up in scotland, where there are only within reason 2 TC's, both next to a hill fort!
Next all teams who start on the west coast are well, safe in the early game from player 2, they also have a private see with fish close to the sure, unlike the east cost where the fish are a few screens out and come under constant raids from the pre-upgraded vikings.
Talking of player 2, imagine this. Its late game player 2 is thor, he has all armour upgrades. Hes In his Element, Late game (easy in this map) and has been left in the safty of home. he makes a huge army of the units you have pre-upgraded. This is no longer fair. The Huskarls are Charging around like maniacs and you might as well have given them 100 crush attack. He also can raid in complete safty early game, which normally knocks out Northumbaland and one of the others on the east cost. (Northumbaland always gets killed as hes in the Middle.)
finally, The North Sea is HUGE. Imangine the anoyance when near end game your trying to find the last few enemys, and there all out to see in little boats. This might be ok when Omnisiense is avaliable, but even then, if 2 teams are hidding in the sea, both with 100 pop of villies are ulfs, its gonna cost so much gold to find them, they could have landded and taken anything.
The game also has some VERY wierd appearences. The Himts on the Objectives are still the world maps and when i started a game a Priest appeared and was attacking my base. why would a preist be there? the final wierd occurences were Hadrians Wall, (even though AOM is set pree roman empire) and a Monkey sitting in a TC, (not even the romans had those!) which might have been acepted if you had recalled it Cheezy.
Final Problem with the Map is Gold. Once your starting mine is empty in oftern needs a 7 day experdition to find another one, which brings up overpowering issues with Odin, who gets the Ravens. Gold is so rare in this Map that any team with such a big edge of scouting oftern wins.
anyhow apart from all that its a great map. great eyecandy in places are good for Navel Warfair. |
El Moppo (id: C J)
File Author |
Posted on 07/07/05 @ 08:18 AM
Thanks for the useful comments. I'll get about improving the map. I'd expected a huge imbalance.
The wall? Well, I figured the best time period to set it in would be after the Romans left. Just seemed to work.
And the monkey. Don't suppose you've heard the story about the people of Hartlepool hanging a monkey, thinking it was a French spy? |
Out Reach (id: newreach268) |
Posted on 07/07/05 @ 09:46 AM
nope never heard it.. but then i think french spying would be even later than the time you have chosen to set it in. |
Citrus Caesar (id: The Guarding One) |
Posted on 07/14/05 @ 08:13 AM
Isn't this just copying my Scotland Scenario?
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El Moppo (id: C J)
File Author |
Posted on 07/14/05 @ 02:15 PM
Nope. Never seen it.
It is an excuse to make a map of England. |
HGDL v0.8.2 |
Statistics |
Downloads: | 281 |
Favorites: [] | 0 |
Size: | 902.80 KB |
Added: | 07/06/05 |
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