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Downloads Home » Random Maps » Blood on the Water

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Blood on the Water

Author File Description
thurdl01
File Details
Version: The Conquerors
Style: Build and Destroy
*** Blood on the Water ***
*** Blood River Part 1 ***

"Tell us the story again."

There was once peace in this jungle. Civilizations found each other, and worked towards the common good. Large ceremonial mounds were built in the jungle, as monuments to the dead and as monuments to the feelings of comradery in the jungle.

Also, etched into the landscape were a series of canals that lead from one town to another. These were once filled with trade ships spreading out the wealth of the jungle. One town might be rich in gold ore, another have a bounty of strong wood, another skilled stonesmen who crafted giant blocks towed around the canals on barges. The evils of the forest were walled off, for all that was needed were the canals.

No one remembered exactly when the problems started, but no utopia can last forever. Petty rivalries began in the towns. There was no indication of what this would herald, for they started as bickerings between craftsmen, simple things really.

These escalated, though, and soon the pride of entire towns were built up, struck at, and torn down. Bickering became rivalries. Rivalries became blood feuds. Blood feuds became war on the canals.

Towns were razed from without by marauding ships, and from within to accumulate the wood needed to compete on the rivers. In the end, the towns had fought to a mutual stalemate. None could muster up the strength needed to keep fighting.

A new dark age sank into the jungle. Towns were barren, and the woods began to encroach. It will be necessary to build up from scratch, and learn from mistakes made in the past. Oh, this time, there will definately be corrections to the mistakes of the past.

Then release the birds! They will signal our existance, and they will act as a warning to all who see them!

This time there will be no time of peace, only war, and blood on the water.

==

Starting Conditions:

You will begin this map with a slight modification to the traditional start. You will have your standard number of villagers, your civilization's scout unit, a town center, and a wall surrounding your city. In addition you will have a canal running through your town, two sea towers, a dock, and a special naval unit. It will have the appearance of a Galley, though it's icon will be a king. In the script it is referred to as a SCOUT_GALLEY, and it has wonderful speed, and can convert enemy ships (yes, this is the much sought boarding ship that didn't make it beyond beta testing).

==

Map Features:

The Canals: Connections in this map are made with water and shallows instead of paths cutting through forests. The canal will lead you right to another town, and lead everyone else right to yours.

In addition, there is the potential of patchy water on the map. Each of the following conditions has about a 33% chance of occurring:

Canals Only: The land is sliced to ribbons by canals that travel everywhere. This creates plenty of small islands that are almost begging to beused for forward building. It also gives you a chance to sneak a navy around a non-direct route to get to your enemy. Of course, he may be doing the same thing, so defensive naval presence is still important. There will be open lands away from the middle, and plenty of small islands connected by shallows in the middle itself.

Fishing Holes: Small ponds dot the terrain, cutting down the aount of open land, but not greatly increasing the naval aspect of the game. Watch out for a chance to grab plenty of extra shore fish. Mm-mmm them's good eatin'.

Blood Waters: Large lakes are connected by the canals, creating bulges in which huge naval battles can occur. Open land will be cut down a lot, and land troups will either have to be sent in to an enemy town using transports, or will have to walk single file across some beaches.

==

Map Strategies:

Navy: There is no way to get around building a navy in this map. You will be started with a dock, so that's a bit of a break in your wood expenses, but eventually you will want to send a navy down the canals. At the same time, though, others might want to send a navy your way, so dividing into an offensive and defensive navy might be necessary. Remember, turtles are partially aquatic animals.

AI Playability: The AI can handle this map fairly well, though might get confused with the presence of water, and might not make the best decisions about whether to build a navy or not. If you have a computer on your side, that's easily combatted by telling it to Build A Navy.

Land: Your town will run out of land eventually. The walls might start feeling quite claustrophobic. In the Canals Only mode, there will probably be good tracks of land outside your base, but once water starts to appear, you might have to take advantages of what extra land appears. In Blood Waters mode, there is a good chance of some larger islands in the middle of the map, and you might want to make a break for those.

==

Notes and Thanks:

This may launch a series called Blood River if I get good responce, but such a series will be delayed a bit because of the time it took to write this. Basically, I want to get away from it for awhile. Word to the wise, if you're thinking about doing river connections in RMS, I'm not forbidding it, I'm just warning that it's a pain and a half!

Thanks to everyone on the Tsunami Studios team who gave me suggestions, suppoprt, playtested, and (most importantly) put up with me saying "it'll be done by Monday" for about 5 consecutive weeks.
AuthorComments   ( All | Comments Only | Reviews Only )
clytemnestra I really liked this map, I've played several games against the computer and found that it tended to attack me via the water.
Placing of the walls could get abit awkward depending where ones shallows were located, but I didn't find that too much of a problem. I also didn't have too much of a problem with the sometime lack of space around the town centre, as the extensive space behind the alloted player area can generally be walled off with ease and built on.
This was a really cool map to play on, and I look foward to any more in the series.
KPG Studios Good job! This is one of my fav. best of aok maps ever!, good job, I'm looking froward to playing more of your maps in bthe future, in fact, I think I'll go make my own right now!!!
Dynam08 Very Good.

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HGDL v0.8.0

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Rating
4.2
Breakdown
Theme4.5
Visual Appeal5.0
Playability3.0
Statistics
Downloads:6,934
Favorites: [Who?]1
Size:6.00 KB
Added:09/08/01