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The Desert Oasis

Author File Description
File Details
Version: The Conquerors 1.0c
Style: Build and Destroy
Hello, today I bring you a map to build and destroy. The map tells the story of an empire which had already achieved almost everything, almost, missing only two colonies, the Western Turks and the Saracens of the East, so they become the most powerful empire the world. But these two colonies did not like the idea and decided to unite to wipe out this, and that is where the war begins ... Tips, more history, observations, etc., you will find the goals of the game.
Difficulty: very difficult
Players: 3
Map Size: 8 players
If you share the credits for me

This is my first map, so do not expect something great, and I apologize for bad English
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
I'm sorry, I was in a hurry when I made the map.
Map Design2.0
Playability: 2
The Desert Oasis is a build and destroy scenario, where the player plays as the Saracens allied with the Turks who are fighting the Persian Empire. According to the instructions it is set in 1150 AD, however the historical Sassanid Empire had fallen long before that time. The player begins in the Feudal Age with a lightly fortified town and quite a large army of camels and various other units. The two AI players have heavily fortified towns, and are a lot more advanced than the player to at the beginning.

The first problem I found with this scenario is that the large number of units the player starts with means they need to build more houses at the very beginning of the game, which is rather annoying and indicative of a lack of playtesting. Another problem is that while the player is building up their forces, the only attack by the AI is from the army of cavaliers right outside the player's town at the beginning. These are easily defeated by the starting army, and after that there's no real need for the player to defend themselves at all.

The instructions tell the player to attempt to capture the relics, however, one of the relics on the map is inaccessible due to the placement of mountains. There is no actual requirement to capture the relics, even though the instructions imply there is; it is possible to win the game while totally ignoring them.

Overall, this is a fairly tedious build and destroy game that doesn't have much over a single player random map.

Balance: 2
This scenario is a war of attrition. The AI puts up a good fight as you break into its base, but as it never really pushes back against the player, it is practically impossible for it to win against anyone half-decent. The player's town is pretty much never attacked, even on hard difficulty. The player's AI ally is roughly as strong as the enemy, further reducing the challenge.

Creativity: 2
The gameplay here doesn't deviate from the standard build and destroy formula; as a result there's not a lot to talk about. The instructions say to search the map for surprises, but I didn't really notice anything interesting.

Map Design: 2
About the same quality as a random map, though the square forests do stick out somewhat. The cliffs that go through the enemy base are rather frustrating obstacles. Placement of buildings is haphazard, and the Persian city is unrealistically long and thin.

Story/Instructions: 2
Instructions are very basic. The story is ad hoc. As mentioned previously, the player is instructed to collect relics even though they're not necessary to win. At one point the player finds a Shah unit in the Persian city, but nothing happens when it is killed. The story does not progress at all throughout the game: the only event which is acknowledged is the player winning.

Additional Comments: Not a terrible first scenario, but the designer needs to take more time over their work, playtest it, and also play some highly rated scenarios in order to get a feel for good design. Also, why is a sixth century Byzantine general working for some twelfth century Saracens?

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Map Design2.0
Favorites: [Who?]0
Size:58.81 KB