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Author |
File Description |
Feliks (id: Joshooarh) |
Posted on 07/25/10 @ 08:34 AM (updated 07/31/10)
File Details |
Version: |
Age of Kings 1.0 |
Style: |
Fixed Force |
In this scenario you must take five Red Coats (Hand Cannoneers) to the flagged area on the other side of the city. The city is however, infested with soldiers who would kill you at any chance they may get.
This is a fairly tough scenario and you'll probably end up with a lot of "Oh! So close" moments but it is do-able. I have completed it myself.
31/7/2010
I have updated the file so it now contains an Immobile Units AI in the download. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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NewDesigner |
Posted on 07/27/10 @ 09:24 PM
A Victoria Crossing is a very simple map, and is exactly how the author describes it.
The main problem is that there is no Immobile Units AI included, or said to be required in the above description, so the whole town practically comes after you when you start.
Update the file and I might write a review (Some elevation wont be bad as well) |
Mash (id: Mashek)
Staff
Official Reviewer |
Posted on 07/28/10 @ 01:22 AM
NewDesigner, the AI is saved into the map editor. You have to load the file using "Standard Game" and host it from there. Alternatively, if you have the Immobile Units AI sitting neatly in your folder you could always manually change the error yourself. ;-) |
Feliks (id: Joshooarh)
File Author |
Posted on 07/30/10 @ 04:34 PM
If anyone would like to write a review, it would be very much welcome. The download now includes an Immobile Units AI.[Edited on 08/14/10 @ 03:35 PM]
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Dtrungle
Official Reviewer |
Posted on 08/09/10 @ 09:30 PM
Playability: 3
This scenario is a couple of minutes long and very simple. The goal is to bring one or more of your starting five units to the flagged area to win. For such a small and simple concept, it kept me going until the end on Standard and again on Hardest. Overall, I spent under 15 minutes playing it twice and reloaded a few times. There is no problem at all that I've noticed. The reason for such a mediocre score is that the game is too bland. All it was was bring your men to this area while killing or avoiding any obstacles. The route itself was basically a line from one edge of the map to the other with a few blockages in the way. That's practically all there was. Lastly, the map, the enemies, the whole scenario is very linear so there isn't much of any replay value.
Balance: 4-
On easier difficulties, the enemies' sight radius and reaction is hindered which is perfect for those who aren't good. On harder difficulties, the enemies' sight radius is larger and they react to surrounding allies who are being attacked. After a couple of plays, it should be easy to win over and over as you'll be use to how to play and you'll remember the key paths. For this reason, the score is not perfect as it is not particularly challenging.
Creativity: 3+
The idea and implementation of a small group of units roaming a (easy) maze-like blockade of a city is creative although it has been done a few times. Even so, this one brought a new experience to the table because of its pure simplicity. There was a very small brush on a story but it wasn't very creative. Things could have been expanded upon to make it more interesting. Some thought was put in on the placement of the playing field and the enemy locations and type which helps improve the short gameplay experience.
Map Design: 2+
The only thing positive about the map is that the designer tried to create a city for a player to roam through. However, the terrain is fully made up of broken road with pure grass terrain at a few spots to indicate a lawn or something similar. There weren't a lot of eye candy spicing going around if any, and everything were basic solid terrains and buildings.
To improve in this category, you need to mix the terrain around, use a variety of terrains that blend well together. Add some plants, and trees, and other gaia objects that suits the area. Try your best to include some elevation as it may be hard because of the layout of your buildings.
Story/Instructions: 2
Story and instructions are almost obsolete. The story consisted of a few lines and nothing during gameplay. The ending of the game was bizarre because you are declared victorious for being on a small land that is wedged between 2 castles that were and are shooting at you. Instructions were straight forward but the game itself is a small narrow concept. I noticed one typo and it was from the word 'the' when it should be 'they'. Since the story and instructions are accurate and adequate for such a scenario, the score is not a 1.
I hope my review was helpful and that you take them into consideration for any other work you produce. |
HGDL v0.8.2 |
Rating |
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2.8 | Breakdown |
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Playability | 3.0 | Balance | 4.0 | Creativity | 3.0 | Map Design | 2.0 | Story/Instructions | 2.0 |
Statistics |
Downloads: | 324 |
Favorites: [] | 0 |
Size: | 48.23 KB |
Added: | 07/25/10 |
Updated: | 07/31/10 |
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