Age of Empires II (2013)

Age of Empires II (2013)

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Invasion - a 2v1 match of skill
   
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16 Jun, 2019 @ 7:51pm
17 Jun, 2019 @ 5:11pm
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Invasion - a 2v1 match of skill

Description
A player in one half of the map must fend off two players (or AI) in the other half of the map while trying to get to the Imperial Age, build a wonder and win.

You can play against your friends in order to flex on them and prove them how good you really are, or play against bots and try to practice microing different armies.
The resources have been balanced in the sense that P1 has more resources on his side of the island than P2 and P3, yet he may take more time to make use of them.
The masses of land are divided by a narrow river (which players may or may not use), with walls, bridges, towers and bombard towers at each of the entrances.
The most fortified side, is that of P2 and P3, as the setting is for P1 to fend them off (although he's not discouraged from trying to kill them).

Settings:
Player 1 (Cyan) - The Defender - Team 1
Player 2 (Red) - The Invader - Team 2
Player 3 (Purple) - The Raider - Team 2

Population limit - 200
Visibility - Explored
Locked teams on.

(The special names have no effect whatsoever on gameplay, all civilizations are allowed to play here.)

Special Notes:

* All DLC is required to play this map. *

~ All civilizations are playable.
~ Locked teams (and allied victory) is already on, as to prevent diplomacy shenanigans.
~ P1 has access to a total of 8 relics, while P2 & P3 may have access to 6 relics (3 each).
~ P1 has a set population cap of 300, while P2 & P3 have a set population cap of 200 (400 in total).
~ There are 5 entrances to all land masses: Left Corner, West, Centre, East and Right Corner.

- The corners are the most fortified entrances for each team. There are multiple layers of gates and bombard towers for P2 & P3, and watch towers + bombard towers for P1.
- The West and Centre entrances are averagely fortified. There are walls and gates for both teams, watch towers for P1 and watch towers + bombard towers for P2 and P3.
- The East entrance is the least fortified entrance for both sides. There are only walls, gates and a few watch towers. This is intended, as the players may or may not decide to reinforce those sides or concentrate their forces there.

~ There are plenty of resources in each mass of land. I made sure to put plenty of deer, bushes, boar, gold, stone, wood and even fish so all cilizations may use their bonuses.
~ The narrow river dividing the map can be used offensively or defensively, but that is up to the players. There are little spaces for P2 & P3 to build a dock or two, but P1 can also make use of them.
~ P1 already starts in the Feudal Age, while P2 & P3 start in the Dark Age. This may seem like an advantage, but it simply buys time for P1 if he decides to boom or build a wonder.
~ P2 & P3 CANNOT BUILD A WONDER. This is specially important because if by some reason P1 decides to build a huge army instead of going for a wonder, P2 & P3 cannot build a wonder and sit on it. They NEED to kill P1 to win.
~ The map has an entire road which is visible on the explored map. It connects all starting town centres and gives you a route to move your armies around with.
~ There are multiple paths to the same destiny, so if a path becomes a meat grinder of units, you can decide to take another approach.

This is my first time making a map for the community. I'd appreciate some feedback on the map.
Have fun!

[Update 1.1]

+Added an extra layer of palisade walls to West, Centre and East entrances (Defender).
+Added an extra layer of stone walls to the Corners (Defender).
+Added an extra bombard tower to the Corners (Defender).
-Removed the relic in the middle of the shallow of the East entrance.
~Changed P1 and P3 colours from Blue and Orange to Cyan and Purple (respectively) as to stand out more.
~Moved the bombard towers of the Corners a little back (Attackers) so they can no longer attack the Defender gates when they reach Feudal Age.

[Update 1.2]

-Removed the trees around the 2 relics in the Souther corner of the map so the attackers can have access to them faster.
~ Added more wolves to the Southern corner.