Any feedback would be most welcome as this is the first scenerio ive made for AOE 2 in years and the first one where ive fully exploited the trigger system
||The Conquerors 1.0c
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Well I played until I got to Yusef's house then I couldn't figure out what to do from there. I used marco polo and still couldn't determine where to go. So playability is a one because I can't even finish it. (can't even progress that far in the story even.) You have to fix that. Put a map reveler at the relic. At the very beginning put a map reveler at the river or make it closer to the village or add more eye candy in between the two.
In the one battle I did fight the balance was ok. As I looked at the entire map I noticed oodles and oodles of troops located in the cities. I don't know what their purpose is, but it took the balance down since I can only assume you have to fight them.
Again, not being able to complete the game was an issue. The name was pretty generic. Ali Alibaba? Then Yusef reminded me of Yusef Amier from GTA4. (We gettin' Arab Money!!)
Map Design: 2
The cities were decent as a whole but some parts made my eyes bleed.
*Imagine image of a row of trees that are identical*
Don't do this. Diversify the trees. Then there were massive dead spaces on the map. Terrain mix. Put some random oasis's. Make it fun to explore. Otherwise they're just going to "black death" it.
Obviously weren't clear enough. Clarify and refine these. When the objective displayed "Go to the relic in the (some name) Pass ways" I had no idea where that was.
Additional Comments: Work on making it finishable then make it more astheticaly pleasing. Then rerelease.
[Edited on 05/17/12 @ 05:26 PM]
"The Arabian Nights" is a planned campaign by Jackrum, though at this time it only contains one scenario, which depicts the story of Ali Ali Baba, who is apparently Ali Baba's son (the one with the 40 bandits from the story).
This plays like an RPG in the beginning, and at a certain point in the story you get troops and villagers, and are therefore allowed to build up. There are some factors that really bring down the enjoyment of the game. For one, the instructions are not always there to guide you, and dialogues run by too fast most of the time. Also, the big map will sometimes make the player confused as to what direction he should be following. This can easily be solved by placing a map revealer or a flag in the place of interest, and it will save a lot of frustration from the player. Also, some objectives get triggered by walking your villager in a certain area, which you cannot possibly know and this can provide another reason for somebody to abandon the game (see previous reviewer. I had the same problem as him but at a later point in the game, when you receive the army).
As stated before, the map is big and the player is forced to walk (villager speed in the RPG part) long distances without anything remotely interesting happening, and no interesting map design to make up for it.
After destroying the first enemy, the Sultan from the other city was seemingly going to attack me, but then the game crashed.
The game is really easy for the most part. When you receive your base, you get huge quantities of potential resources under the form of sheep , gold and stone mines, and the enemies are turtled inside their fortress, making it fairly easy to destroy them, since the AI is not challenging. Maybe the author could use the "Pssive-aggressive AI" that can be found at the blacksmith to make the enemy more vicious when the time comes in the scenario.
Keep in mind that putting a really big amount of resources and units on the map is almost always going to result in a disaster as far as the game's balance is concerned. Try to avoid that, and try to make the game challenging and at the same time without getting the player frustrated.
I enjoyed the dialogues (save for the fact that they were too fast), they really work towards creating a certain atmosphere, and some parts of the map (mainly the cities) had a few promising spots. Overall it's not a bad start, but can be improved a lot in this category also.
Map Design: 2
The map is obviously an attempt to create an "arabic" atmosphere, with a desertic climate. However, there is a lot of work needed here. You could add some palm trees here and there, maybe some oases, sand, cacti, cracks, craters... anything that makes the map look less bland. The cities have some more work put into them, but some parts look overly simmetrical which looks unnatural is really not accurate with arabic and oriental cities in general. The trees of the same type piled one in front of the other give the same feeling. You could keep them in a line but leave them more space to breathe. Also, you might want to avoid placing too many buildings of the same type next to each other or map copied over each other.
The story is decent (at least as far as I went) and gets the job done, though it is a little awkward if you spend too much time thinking about it. The instructions could be a little more specific at times. As i said, the dialogue was good. So was the introductory paragraph from the history section. The bitmap used is just plain weird.
There are some promising aspects to this, but overall it is not a game I would recommend for the casual downloader. Still buggy, and lots of things are bound to make the player lose interest halfway.
[Edited on 08/04/12 @ 03:00 PM]