Stupendous Caverns
Inspired by one of my two favourite HoMM 2 maps: Colossal Caverns. But while CC was unique, this is another XL map of two levels in the Lord of War style.
I was a bit fagged out on this kind of epic maps, but it's been a while since I last played one, so I enjoyed this rather obscure map (very few Google hits) very much.
There's less story faggotry than usual, but it's rather annoying how the messages so often are at odds with what I'm doing, and assumes I play very slowly. For examples, at one point you need a certain artifact to progress, but it can only be acquired through an event, and if you play fast you get stuck before an event tells you where to find the item, unless you happen to move throught the right square. And 14 turns before I completed the map, this message popped up:
But apart from a couple of messages that tell you where to find useful items, you can ignore most messages anyway.
Overall, a great map.
There's lots to explore, heroes to liberate, and some epic battles. It's not quite as epic and difficult as some of the other maps of this type, though, but there are some difficulty spikes where you have to reevaluate you position to figure out how to proceed. The first obstacle is 50 Diamond Golems. Unless you want a Pyrrhic victory, you are kind of forced to wait until you can get Grand Elves from your castle. Next is 15 Azure Dragons. Before you have Force Field, Resurrect, Blind or Berserker I found the only way to preserve my Elves was to pin down the Azurri with Dendroids (funny how I've never thought of that tactic before).
This reminds me of my second negative point about this map: the Read Me does not mention that several spells are not available from guilds, but can only be obtained from quests, scrolls or other heroes. I had to check the editor for this, which was annoying.
One thing I really liked about this map, is that there's room for other heroes to shine too. It's not necessary for the starting hero to fight every battle himself.
So an excellent, epic map, and should be even more enjoyable for Star Trek fans.
Unlike many similar maps, you have more choice in forming your starting hero. I gave him Tactics and four magic skills, in addition to Logistics, Intelligence and Wisdom. In hindsight, I would have chosen Archery over Air Magic if I could.
Inspired by one of my two favourite HoMM 2 maps: Colossal Caverns. But while CC was unique, this is another XL map of two levels in the Lord of War style.
I was a bit fagged out on this kind of epic maps, but it's been a while since I last played one, so I enjoyed this rather obscure map (very few Google hits) very much.
There's less story faggotry than usual, but it's rather annoying how the messages so often are at odds with what I'm doing, and assumes I play very slowly. For examples, at one point you need a certain artifact to progress, but it can only be acquired through an event, and if you play fast you get stuck before an event tells you where to find the item, unless you happen to move throught the right square. And 14 turns before I completed the map, this message popped up:
But apart from a couple of messages that tell you where to find useful items, you can ignore most messages anyway.
Overall, a great map.
There's lots to explore, heroes to liberate, and some epic battles. It's not quite as epic and difficult as some of the other maps of this type, though, but there are some difficulty spikes where you have to reevaluate you position to figure out how to proceed. The first obstacle is 50 Diamond Golems. Unless you want a Pyrrhic victory, you are kind of forced to wait until you can get Grand Elves from your castle. Next is 15 Azure Dragons. Before you have Force Field, Resurrect, Blind or Berserker I found the only way to preserve my Elves was to pin down the Azurri with Dendroids (funny how I've never thought of that tactic before).
This reminds me of my second negative point about this map: the Read Me does not mention that several spells are not available from guilds, but can only be obtained from quests, scrolls or other heroes. I had to check the editor for this, which was annoying.
One thing I really liked about this map, is that there's room for other heroes to shine too. It's not necessary for the starting hero to fight every battle himself.
So an excellent, epic map, and should be even more enjoyable for Star Trek fans.
Unlike many similar maps, you have more choice in forming your starting hero. I gave him Tactics and four magic skills, in addition to Logistics, Intelligence and Wisdom. In hindsight, I would have chosen Archery over Air Magic if I could.
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