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Downloads Home » Random Maps » The Deep Hell

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The Deep Hell

Author File Description
File Details
Version: The Conquerors 1.0c
Style: Fixed Force
In this Random-Map you start on a shallow surrounded by small islands, which there’s only trees on. On the shallow you have an army of ships, siege weapons, Archery Range-units and you to get a monk and a relic. But to fight you enemy’s, you got to get over the deep sea.

I would be glad if you comment this map and if you would writhe about the tactics that would be good on this map.

I must with regret say that this is maybe my last random-map, because my school takes a lot of time so I don’t have the possibility to make them any more, if I to want to do other tings in my spare time.

I have updated this map because there were some bugs.

In the games with oak tree, there was no forest on the extra islands, but now there is.

In the winter games I gave some shallow, so there is more space for the ships now, but ships still can get stuck in the ice when you start, but I think it’s infrequent and in reality ships to could get stuck in ice.

Even though there have been these changes, you still can encounter The Deep Heel of the sea.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Official Reviewer
Visual Appeal1.0
The Deep Hell is a Random Map Script by DJm. The map is designed to focus on naval warfare as most of the map is comprised of sea.

Theme: 2
The idea of this map is to focus players on naval warfare. Players start off on some shallows that link together a couple of very small islands. On the islands you will be given a small force of soldiers and ships as well as a monk with a relic and a couple of villagers. The map mostly consists of open sea with a number of small number of islands. While it is an interesting premise for a random map; I've never seen a map that solely tries to focus on naval warfare, it suffers from a number of playability issues which I will expand on later.

Visual Appeal: 1
The map itself is fairly well design and the author has a decent understanding of random map scripting. On a different style of map the author could potentially design some nice looking maps. Unfortunately this one does not look very nice purely due to the fact that 90% is map up of water, leaving little space for any extra designing to make the map look nice. The islands are comprised of a single layer of terrain and covered in forest trees. There are huge clumps of shallows which provide a starting position for each team, but they don't look nice due to being so large and unrealistic. Finally you've got the water which takes up the majority of the map. It's actually mixed OK with different depths of water blended together, however because it takes up so much room it just doesn't make the map as a whole look nice at all.

Playability: 1
This is where the random map script truly suffers. The map in itself is almost completely unplayable and what you can play is virtually over within minutes. As I stated before, the map is comprised mostly of water. What few islands that are there are covered in forest from coast to coast. Due to this there is almost zero space for building, meaning that you cannot grow your empire. Beyond using the small force of soldiers you start with, you can't train any others due to not having the space to build any buildings. On top of this, beyond the few trees on each island and the fish in the sea, there are no other resources. So unless you play at Death Match which gives you a huge amount of starting resources, you'll be limited to building trash units. For a map that tries to focus on naval warfare, there's no gold to help you train ships. You're given a relic but there's no space for a monastery to get the relic gold. All this leaves your starting villagers totally useless so the only way to play this map is to be the first to strike and use your starting army quickly to wipe out your opponent
Additional Comments:
Overall this map has an interesting premise but it's poor design has left too many playability issues to make it worth downloading.


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Visual Appeal1.0
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Size:1.57 KB