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# Asgard Worlds II

Author: Hundredth, Sewer Created: 31 July 2008 Edited: 17 November 2010, 21:07 by SewerAssassin

Our second mappack proved to be an amazing addition to Åsgard's honors - receiving a ridiculous amount of attention compared to the first, and actually getting an 'official' release. Members Drummerdude, Staszek and Hundredth were the main contributors towards this mappack, providing some excellent maps, and pulling off some magnificent effects with alacn's map editor.

::download Åsgard Worlds II (last updated 29/03/08)::

Here are brief descriptions of the maps in the mappack.

Muspelheim ([AsG]SewerAssassin)

TVB - necessary

Two large banana shaped based separated by thinner but pp-esque strips in a cross shape. Middle statue grants AOD for FUN TIMES!

Ginnungagap ([AsG]Hundredth, [AsG]SewerAssassin)

OVE - necessary

As soon as you incarnate you pray to your nearest obelisk to be teleported to the mainland, where there's the magical shield and tons of wildies etc! Each time you die there's a little duel involved as you fight to be teleported back into the fray. There's instant reincarnation. The bases are narrow long things, where teamwork for chopping wood is necessary. The walls at the back of each base can be connected for the queen of all backdoors with the totem pole.

The Temple at Uppsala ([AsG]Hundredth)

TVB - necessary

A mix between KnO and Töm, with one ally starting off secluded and weaker and the other with a stronger base and more resources. The stronger ally controls the sprawling land in an EOTS-esque battle with the enemy, while the two weaker enemies fight their own battle in a smaller, low-mana based game. A stone head can be prayed to behind each stronger ally's CoR, resulting in their ally being brought into the EOTS/DS game after 15 minutes. Obviously to make this work, LB has to be turned off. The centre of the map holds a huge hill that took pissing ages to make. There's a head for unlimited tornado on that hill, and other heads allowing bridges across the rivers throughout the map.

Gandvik ([AsG]Hundredth, [AsG]SewerAssassin)

EVO - recommended, TVB possible

A low mana, very strategic map with small bases with a firestorm head between enemies, and a tornado head between allies (EVO based). A volcano head in the middle allows crossed gameplay and a centralized conflict zone. All in all, a defensive map that forces smart play and good teamwork.

Land Of Rán ([AsG]Drummerdude48)

TVB - recommended, IVO possible

Large land for big battles. A very troop based map with the possibility of a lot of ground being won and lost. Middle contains stonehead which triggers more stoneheads. The main stonehead grants Volcano and a nice surprise to the land at the center. It is really only after this point that the game becomes interesting. Two totems grant Rán`s wishes by causing the land to be called back to the sea. Stoneheads on small islands grant hypno but beware, the enemy can trigger swamp here by worshiping totems.

Backdoor difficult.

Laufey's Island ([AsG]Drummerdude48)

IVO - necessary

A large map with a long stretched piece of land between the teams' bases. On this piece of land the stonehead grants Firestorm and triggers two more stoneheads on the hills at either end of the central land, each of which contain Volcano. The central island has plenty of trees and is ideal for settlement but watch out for the sea! This map is made in such a way that every action has an equal and opposite reaction.

Backdoor is possible.

Walaskjalf ([AsG]Staszek)

IVO - recommended, TVB possible

You begin with an average place to build a base, but it is well defended and easy to expand. As soon as possible you should connect to the middle island with AoD statue (5 AoD's appear after praying) which has plenty of trees. To get aggressive spells like earthquake or firestorm, send your braves to pray at stoneheads in your base. You must then strategize between praying for head spells and building/troops etc.

Skades mountains ([AsG]Staszek)

IVO - necessary

A map based on WoM. In the middle are two heads with unlimited erode, a bit closer to the bases are heads with lb. Sidedoors are possible with these lbs to get round a camping enemy. On the side islands are heads with firestorm. Fighting for erode and lb is the essence of the game, landscape differing to Mimir with less water-plop probability. The spikes that prevent your shaman rolling into the water offer protection but also block view.

Svartalfheim ([AsG]Staszek)

TVB - necessary

Huge, troop based map. Allies have one base, with a limited amount of wood. Between them is a head with volcano and big surprise. You can easily make a new connection to your enemy base by totem (4 side totems and 1 for the middle).

Sea of Marmora ([AsG]Staszek)

IVO - necessary

Blue and red have got small bases, but they can be expanded by praying at obelisks. Next to the bases are ally's CoRs. Yellow and green's bases aren't connected with smaller the bases. To protect them you must use only your troops. You can connect these bases in 2 ways. By praying to the last obelisk, this will make a connection between allies' bases, and praying to the totem in the middle, will make a 3 way connection.

Ithavoll ([AsG]Sub Zero)

TVB - necessary

A small, compact, head-to-head map. Prebuilt bases with little room to expand, wood is scarce but plentiful in the centre where most of the fighting takes place. No praying, no camping, no bs.

Sessrumnir Palace ([AsG]Staszek)

TVB strongly recomended, but IVO or EVO possible

Map for quick games only. You start with a small base and only a few trees. In middle is an obelisk with lb that gives you a small advantage. Game usually ends after someone gets 1 or 2 lbs.

Fensalir ([AsG]Staszek)

EVO - necessary

You start off with a nice base with plenty of trees and an already built fw hut with some towers. The middle of this map is changing for the entire game! Some parts of it sink, while other rise. Lookout for your shaman and troops moved here, you never know when the land might start sinking again. Backdoor possible.

Challenge of Thrud ([AsG]Hundredth)

Charge teleport faster than your enemy!