A new RPG map I've tested with some of my friends on Gamespy. It's quite a basic map (no crazy triggers or new units or anything) but it's still quite a challenge.
Story: Joan the Maid has asked you and 3 other players to help her liberate her fortress from the evil Mordred's army. Soon you are sent on a mission to find out where Mordred himself is hidden. This leads to trying to find the 'lost desert', where Mordred has build a large base.
How to host:
Slots 1-4 are players (any civ)
slot 5 is a computer (byz or teuts)
slot 6 is a computer (any civ)
slot 7 is a computer (goths)
slot 8 is a computer (persians)
There are no teams, as they are set automatically in-game.
Resources are standard
starting age is standard
victory condition is conquest
reveal map is normal. (or else it would reveal the lost desert!)
any other setting can be whatever you want.
Please note that this is an Age of Kings scenario and not a Conquerers Expansion scenario, so I don't think you will be able to play it if you play the expansion.
If you have anything to ask about this map you can send me an e-mail at firstname.lastname@example.org
You may also contact me on gamespy user name: TheAngryChocobo
Random bug, after defeating the mercenaries, the game discontinuous and the players receive no further objective. Trigger 'Defeat the mercenaries' has 16 Destroy Object Conditions for enemy units. It is sufficient that an allied monk out of three converts one of these 16 units to make it survive. Fix, trigger 'Change diplomacy', change the diplomacy between player 6 and players 1 - 5 to enemy instead of changing ownership Source 6 target 8 in Effect 0. Have Condition player defeated Source Player 6 in trigger 'Defeat the mercenaries'. Remove the player 6 unit in the trees.
Dtrungle Official Reviewer
Posted on 11/24/08 @ 07:04 PM
I'm a fan of RPG maps.
Like Tanneur said, the game ceases to continue on the objective where you have to kill the rebels.
Suggestions for improvements:
-I played the game on "Fast" speed and some of the chats went by too fast. You can increase the time or tell the player to play on a different speed.
-The map design is alright, to improve, terrain mix, add more gaia objects and use some elevation.
-I think there are some G/S mistakes, it depends on you really.
-I noticed that the gate below the two outposts was attackable(while the outposts were still up), this could cause bugs?
-You should hide the objectives untill the particular quest is started.
-Unless you want the monks to convert, use the trick to disable converting. I'm not sure if the trick works for AOK but to do it, disable Dark Age for the Ally and set their starting age to Feudal.
[Edited on 11/25/08 @ 01:09 PM]
Sulfin File Author
Posted on 11/25/08 @ 07:01 PM
Thanks for the help guys. I did some testing to figure out what had gone wrong with the monks (I had already done the 'disable dark age' trick)and i found out that it only works when you start in the dark age. So i fixed up the map and set p5 to start in the dark age and then used triggers to research the other ages. ( I didn't really need them to be castle age, I just thought the buildings looked better)