“Annihilation” 2V2/FFA (Supremacy)
Posted on 04/21/08 @ 01:43 PM (updated 06/27/08
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This is a 2V2 Supremacy Multiplayer Scenario (FFA is available too) for 4 players (human or computer) with a new twist.
This scenario offers many interesting new strategies with unique game play similar to “Strategic Objectives”.
This is because there are several military buildings around the map that can be captured and re-captured by any one of the players.
This scenario supports random teams, any combination of team setup as well as FFA setup.
You can also play this scenario with a friend against the computer.
This scenario is for TAD+TWC (so you need to have them both).
________Map Overview______________Center of the Map________
Please note that in this scenario the Taj Mahal at the center was replaced with a Fort.
Map design by Mahoke and myself.
Mahoke did most of this beautiful map design per my design layout.
He did incredible job laying the map foundations very accurately.
Mahoke also designed the center of the map.
I later on added the outer rings after the map center and foundations were in place.
The rest of the work (triggers and cinematic) were done by me.
In the center of the arena there is a Fort that can be captured and re-captured by any one of the players.
The Fort gives the player who currently controls it 1200 resources per minute and the ability to train units from it.
You also advance to the next age when you capture the center.
There are two outer rings around the center of the map with 8 neutral military buildings guarded by guardians.
These buildings can be captured and re-captured by any one of the players.
Capturing and holding any one of these buildings give players 600 additional resources per minute.
Buildings can be captured by 5 military units after all enemy units around the building are killed.
Players start in colonial and they advance to the next age every time they capture a new military building.
When players loose a military building they go back to the previous age.
These buildings consist of Saloons, Artillery Foundries, Castle, Noble Hut, Caravan, and a Corral.
Captured buildings allow players to train additional unique units.
Players can even train units that are not usually available for their civ when they capture these buildings.
For example, the Artillery Foundry allows all players to train a wide variety of cannons.
Native and Asian units are also available to all civs from some of these buildings.
Each player has a base with one Barracks (30K HP), 3 Outposts (10K HP), Market (5K HP) and a Field Hospital.
Players also start with 3 spies and 3 priests.
Each base is surrounded with hills and walls (10K HP).
Players receive 800 resources per minute from each outpost as long as the outpost is standing.
That is your first major income as there are no villagers in this scenario.
Military units training time is 3 times faster and unit upgrade is twice faster.
Population limit is 220 for all civs and all 14 civs have 120 level Home City with 25 card deck where all cards are military unit cards.
The “Objectives” within the scenario explain everything pretty clearly.
It is not allowed to delete captured buildings in this scenario.
Players who delete any of these buildings will be penalized.
Playing the Game
Logon to ESO, go to “Browse Games” and Host the game.
Select game type “Scenario” and then choose the “Annihilation Supremacy 2V2...” file name from the list of scenarios.
You can play this scenario with all 14 civs.
All civs have 120 home city level with 25 card deck.
Please note that I removed the Daimyo and Shogun cards for Japan.
Copy the scenarios to "My Documents/My Game/Age of Empires 3/Scenario" folder.
Other “Annihilation” Scenarios
“Annihilation” KOTH (FFA)
First I want to thank Mahoke who worked with me on this scenario for his beautiful map design.
As I said earlier, I could never have done it so well.
I would also like to thank Reyk for his map Editor that I used to make the cinematic and screen shots.
|Author||Reviews ( All | Comments Only | Reviews Only )|
The playability of this scenario is fantastic, its easy to follow and its basically a game of map and fort control. All skill levels are able to compete in this scenario as well, and the directions are very clear and easy to follow.
The balance is very good as well, no civ is incredibly under or over powered because the main armies come from the buildings captures. That being said, some of the buidlings on the map that can be captured produce better units than some of the other ones, which is why this was the only point I took off.
This map, along with all of MosheLevi's maps is very creative and very organized. The idea of having to gain control of various buildings in order to maintain and strengthen your army is very unique. The fact that you can train units out of the buildings you capture was also a creative addition. Also, the Fort in the middle was a good idea to make sure that players still try to get map control.
Map Design: 5
The Map Design was amazing as well. Many different types of buildings all around the map. It is very organized and detailed and each building is guarded by a number of troops. The walkways are the perfect size and the map looks very nice overall.
The Instructions were explained extremely well at the beginning of the game, and I really liked the camera angles which highlighted all the different parts of the map and made it much easier to figure out how to play. When i played this scenario for the first time, I knew exactly what to do. This may not seem that important, but good instructions make it possible for every game to very competitive and close. Those who have never played before should be able to hold their own against those who have played the map.
Good Job, Moshe: This is one of your best scenario maps in my opinion, so versatile and unique :P .
The game is very easy to play. With little effort i was able to pick up what was going on and succeed in it. There are no glitches that i could find and it all seems to flow nicely. The only i wasnt too sure about was whether or not it was intended that when a building is converted all the unit another player bought would go to the next player for free. But even if it wasnt, it does add some more strategy and it works well with tone of the game.
I think some civs have an advantage, for instance civ with cav type units like coyotes or steppe have an advantage early on, whereas the other civs wont get that advantage. Another issue is of upgrades. the map for some reasons allow upgrades that make no snese based on civ selection and if you pick a civ, lets say chinese, who can upgrade almost all of their units (hand mortars in particular) it can be a real advantage to them.
No other map like it out there, it has wide variety of play options and feels great. It can be seen clearly that a lot of work was put into this game with all the converts etc.
Map Design: 4
It is a nicely designed map. Its even, parallel and has few errors if there were any at all they were minor. It lacked design however in my view. it is too plain and could be improved making for nice eye candy. Also i believe colors could be a factor for a redesign.
What can i say here besides the intro was very clear and told exactly what needed to be done.
Was a very fun game and should be played by everyone who enjoys a good CSO. Well done as always.
This is the most playabilty game ive played. Have good building that have aging, making units, etc....
Balance is outstanding, I like how every unit building etc... just makes the hole game just all fit together. And having the Fort in the middle and trying to take it from someone for 7 minutes(what ever you updated it)
I have never seen this before in my hole time ive been playing aoe3. You must of been bored or something and just said lets make this. =)
Love how you can control the buildings and someone can take it away frtom you cna you loss or gain an age.
Map Design: 5
Love the map that you picked, Like the way it kind of looks like a maze(To me it does) Love how the map is not in a circle and not the same as everyone's.
Very Good instuctions, It was so easy that I can understand everything the first time I read this. Even new people that play this game can understand the hole game and know what to do from the start.
Outstanding work, Would love to see more.
[Edited on 06/27/08 @ 12:41 AM]
I will finaly review your map!!
============ Review Start ============
Playability Comments Below
Very Playable, I see noo trigger faults at ALL
Very fun to run around and get all the building and take advantage of noobs :p Which makes this map withen the top the top 5 of my favorites!!
Balance Comments Below
Very Balenced, It seems that I always seem to play on teams and FFA on this map, Having the flexability to play on teams OR FFA allows players to enjoy the map with their friends!!
Creativity Comments Below
Very Creative, Seems like NOOO other map out there!! How capturing buildings ages you up!!
Geniues!!!(Once again bad spelling) And how haveing the Fort, Buildings and Towers give you resources! This is just another reason this is one of my top 5 maps!!!
Map Design Comments Below
Very Well Designed, The map is Fair, and how all sids are Paralle (Bad spelling still) And how you have ove 1000 Triggers and 8000 Effects, Thats about equal or around 4500 conditions, Thats a ton!!!!
Story And Instructions...
Story And Instructions Comments Below
Two Reasons this is a 4
1. NO STORY!!!!!
2. You can't choose to watch the instructions!!
In other words, The instructions are amazing! Tells you exactly how to play!! (Not too much to say here :p)
=========== End Of Rating ============
Alright, it all comes down to this!! The End Of The World (Or not?)
============== Cons ==================
========== (Bad Things) ==============
No story/Intro. All you disgners out there, Add a Intro and this will be a 5 for you.
Thus I don't have much to say here.
=========== Good Things ==============
============= (GT) ===================
No faulty triggers! One reason maps are hated is the faulty trigger and/or they have no triggers. To make tis map you have to master Quest Vars... YOU'RE THERE!!!!
Very well thought of. As I said in the comments of Map Design and Creativity.
SOOOOO MANY TRIGGERS!!!!! As you said, "1000 Triggers, and 8000 Effects" And as I said "4500 Effects" Thats a lot!!! (to some people, not a ton to me... :p)
=========== (Conclusion) =============
======= (What I came out with) =======
I've come out with this map being ONE OF THE BEST MAPS!!!!!!
On a scale of 1 to 10 this is a 9.453487658745 (Basicly a 9.45)
That puts this map like number 2 On my favorite maps (That I haven't made :p)
So heres the Breakdown:
Playability = 5
Balance = 5
Creativity = 5
Map Design = 5
Story And Instructions = 4
And a total of...
Good Job Moshe! !
Keep Up The Good...!
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=========== (Review) =================