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Downloads Home » Showcase Scenarios » TTC - Ruins of Anvard

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TTC - Ruins of Anvard

Author File Description
File Details
Version: The Conquerors 1.0c
This map is my entry for the Totally Terrain Contest. It has almost no units on it since it is for terrain not units. This map is intended to be used as a template for a scenario, if you want to use it as a template for your scenario, please contact me, email's in profile.

Please read the history before playing.

Enjoy and comment.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
*Waits for critiques*

I know the TTC is closed so I can't update this, but any critiques would be welcome. So I know what to do better next time.
Watson I wish I could, but unfortunately, I'm cut off from AOK for about 10 days.
fryslan2 how did you make that grass in the ruins?
File Author
You use trigger studio to place plants .1 increments apart in a square, takes freakin forever. Then you have to map-copy it where you want. And lastly rotate them to make it look semi nice.
fryslan2 i have try it with aok trigger studio but i had a error (and i try't vcredist_x86.exe)
can you also set the file thats not a campaign? so i can copy the grass?
File Author
If send me an e-mail so I can have your e-mail, I can e-mail you a scenario with a square of them. My e-mail's in my profile.
Official Reviewer
"Ruins of Anvard" portrays the desolate shamble of a kingdom which suffered a great calamity in the past. The scenario itself recommends to use marco polo instead of exploring manually, and indeed that would take a great deal of time as this map is quite ambitious in scope. Multiple towns are presented, there are forests and countrysides, mountain ranges, lakes and rivers with some bridges, a desert with an oasis. The problem with this is that for the most part the detail work is of an extremely low caliber. For example, the countryside town has not a single tree or inhabitant within a screenshots distance from it. The other two major towns suffer from the exact same problem. There is a mysterious tower with a ruined forest which is quite interesting, but a great deal of fleshing out is required with more use of gaia objects and a smoother transition into nearby terrain. The entire map really suffers from a blank looking terrain, with one of the highlights being a small island with vegetation and plants. But the entire map needs to look like this island in order to earn a high rated review.

How about the highlight, the namesake Ruins of Anvard? Its a decent try at a broken down fortress city, with rubble overgrown by numerous plants and deer grazing where kings once ruled. The remaining walls have a nice broken down look one would expect in such a situation. Unfortunately the author made the map in an era before off grid placement was easily available, and had to map copy around many plants to make this happen. This results in a quite symmetrical, neon green look to the affair. The plants are numbering in the thousands and are simply too overpowering. Some normal trees and bushes would go well but the reliance was entirely placed on the green plant item.

There was no type of ambience attempted with a musical score or sound effects, dialogues and the like. This is not a negative on the score per say but rather a missed opportunity to score points. The game story presented is a good idea but the grammar is quite poor with many errors, and it is presented in the History section, which makes for an unpleasant read in its small window.

In summary "Ruins of Anvard" is a decent attempt, but its over ambitious nature surely prevented its designer from bring out its full potential.

[Edited on 08/03/17 @ 10:28 AM]

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