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Author File Description
File Details
Version: The Conquerors 1.0c
Style: Role Playing Strategy
Number of players: 2
It's a 2 player rpg. It's supposed to be alot like runescape. You can mine, cut wood, do quests. There is an arena where you can fight the other player. There is also a magic ability which you level up by conversions. Leveling up your magic allows you to teleport to the different towns. Everything is described in the hints of the game. All bugs should be fixed for player1; I would have tested bugs for player2 but I could not get multiplayer to work on my cousin's computer. If you find any bugs let me know. Also anything you think I should add or change about the game, all comments are welcome. I do plan on making it bigger and adding more quests and things to do. I just want to get feedback on this version before i do anything real drastic.
AuthorReviews   ( All | Comments Only | Reviews Only )
Dispari Scuro
Map Design3.0
Let me start off by saying this was probably THE most fun scenario I've played for AoE2. Unfortunately it does have a lot of problems. Also, a lot of the fun I had was probably very unintentional.

Playability: 4
According to the note at the end of the game, we did everything there was to do. We tried to accomplish a "win," but apparently there's no way to "win." We did manage to defeat every foe and do every quest though. However, a few times we had to use bugs to accomplish this, and may have broken a few scripts.

Balance: 5
For a multiplayer game the balance is perfect. Both players start off in the same area with the same units and capabilities. Both players have their own set of quests (identical, but prevents one player from getting all the bonuses). There are potentially an infinite amount of units and always two bosses, so both players can achieve max stats, gear, and levels.

Creativity: 5
A very creative map. There were a lot of things to do. Lots of side quests and optional missions to run. There were even non-combat missions to do. Not only that, it's the only time I've played an RPG scenario that actually considers and encourages conversions. At first I thought it was an oversight, but it turned out to be pretty nice.

Map Design: 3
This is the lowest rated part of my review because the map was very bland. It was almost totally flat with very little decoration. Plus there were a lot of holes in the map.

Story/Instructions: 4
For the most part the instructions were laid out. A few quests gave us trouble though and the recaps on what your next step is weren't always explained. However, the page for gear and levels was a big help throughout. Near the end we got stuck for a long time before realizing we just needed more conversions to get to the next step.

Additional Comments:
My friend and I started off playing this and didn't think much at the start. But the more we played the more things came together. We each had our own missions to do (even though they were clones), and everything seemed to be thought of. There was an infinite supply of badguys for us to fight and level up with, and the game didn't allow us to convert giant armies (limit of 3 converted units). We also didn't just have just "one shot" since our units could die without an instant game over. Unfortunately that also meant there was no risk of losing.

We did find quite a few issues though:

* Early on I realized I can just stand a converted unit in a gate when I send my hero to make a villager work. Meaning even though the gate is supposed to lock and keep my hero held inside, I could hold gates open and have a villager mining, a villager chopping wood, and still go do quests, all tasks that usually require the hero's full attention.

* The cliffs around the mountains, and the areas where the villagers chop wood aren't solid. I could just walk a villager around the cliff into the main world map. And because no techs are disabled, I can just start building a town. True there's not much in the way of resources, but there's enough wood to get started, and player 1 and 2 can just build a ton of trade carts. We did this for a while and racked up a good 600k gold between us and then ran around doing stupid things like building castles and bombard tower walls to defeat bosses.

* Some of the quests are unclear and confusing. Neither one of us could accomplish the succubus quest legitimately. No matter where we went or what we did, nothing would happen. After probably 20 minutes of messing around, we got a message about Merlin, but neither of us could talk to him (either by moving to him or his hut). Eventually we just walled in the villager girls and killed them with onagers, which allowed us to complete the quest. The holy grail quest was also a long and pointless FedEx quest which tested one's memory. I could never remember which towns are which, or which flag colors corresponded to which town.

* Several objectives could be completed out of order and break scripts. Specifically defeating bosses (most notably beating the mountain bosses because of the holes in the mountains). If using the "freed villager" method, towers and ranged units (castles or archers) can kill bosses early. Sometimes this is even possible with basic archer units provided by the game itself.

* The arena didn't work. We tried to check it out near the end, but it teleported us inside and nothing happened. We had to monk-port back out.

* After researching the proper technologies, a player can convert the invincible "training" barracks. Although this doesn't appear to break any scripts, it's still unusual.

Overall this was a really fun scenario. The design needs to be upped a lot, as the visual appeal is by far the low point of it. Better wording and more clear directions would help, as would more to do and a way to actually "win" the scenario. Keep up the good work, and I look forward to any updates!

[Edited on 03/19/10 @ 09:01 PM]

Official Reviewer
Map Design1.0
Runescape is a 2 player RPG based on the popular online game called Runescape.

Playability: 2
Runescpae is a boring and dull scenario which has a lot of bugs. The scenario is dull, boring and not enjoyable at all. It is not really anything like Runescape. The map is plain, the story is dull and there are no cool tricks. The scenario also has a lot of bugs. The scenario does have lots of quest and fighting but they only increase the playability a little bit. It is not a scenario I will play again.

Balance: 5
Although the scenario is very boring and dull, in terms of being a Multiplayer scenario it is perfectly balanced. Each player starts off with the same amount of units and in exactly the same place. They start off with the same amount of resources and the same units too. Although the scenario is not fun it is well balanced and is not biased towards a certain player.

Creativity: 3
This is the first scenario I have seen that is based on Runescape. Although the author did not create the theme he did a good job implementing it into Age of Empires. The scenario has side quests and feels a bit like Runescape but it has a plain map design, no real story and no great trigger tricks. Nothing to make you go WOW!

Map Design: 1
This is the worst part of the scenario. Being an old Runescape player; I know what the world of Runescpae looks like. It is full of beautifully designed cities and wilderness. There are mountains, oceans and forest. It is not a small grass covered map which is dull and boring like this scenario. The cities don’t look nice, they don’t feel or look like Runescape and they don’t improve the ma design at all. They are just a couple of buildings. The walls are palisade wall and they are dull and boring to look at. There are no mountains, forests rivers or oceans in the map design. The Map design really just is the default grass 1 terrain covered map with a couple of units stuck on top of it.

Story/Instructions: 2
There isn’t really a story in the scenario. You just have to roam around and do quests. You can kill any enemy you can see. The aim of the game is to get a better overall score I think that’s what it said because The Instructions weren’t very clear. They didn’t really make very much sense and they weren’t user friendly at all. You didn’t really know what to do at any points. We had to stop playing because there was nothing to do that was understandable.

Additional Comments:
An interesting idea which has been made poorly and I would not play this scenario unless you make some big, big changes.


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