The playability in this scenario is severly lacking. You start off in one corner of the map with absolutely no instructions, and a far over-powered hero. When you find your way to the friendly city, you are given a city of your own, that is under no threat whatsoever, and are told to go forth and destroy the enemy wonder. With the city comes 200 of each resource, a whole 4 champions, and NO villigers. The AIs DO attack each other, which is a good thing, but they are no real theat. The author of this 1 scenario campaign seems to believe that lots of towers and castles are what make for a challenging scenario. It was too easy to take them out with a handful of turkish gunpowder troops, once I got my economy up and running. Needless to say, between that, and the 'Random Hero X vs. Random Hero Y' formula, it was not a very enjoyable scenario. That author did try to change it by having the player go after a specific target, a wonder, which shows that there is hope for him, so I will be lenient with the playability score. 2
There are no level dynamics in this scenario. The addition of them would have been a great imporvement. Also, it is almost impossible to actually lose, since the player's base is isolated and protected by another, which is almost never penetrated. The enemy attacks are spordaic, and there are far to many castles and towers to make it an interesting challenge, it is meerly irritating to have to move the bombard cannons ever so slowly across the map. When the opponents do attack, it is in small numbers, with a predictable composition of troops. The addition of level dynamics would have greatly improved this score. 2
While the basic formula of this work is little different from many others that beginning designers use to sharpen their teeth, the author did diviate from it, by having the player go after a specific target. Also, it is possible to have one of the enemies chenge sides if you destroy one of their castles, which is a nice addition. Also, the designer did use a custom AI for his work, so it rates a decent score. 3
By far a trouble spot in this work. The only terrains used are dirt1, grass1, broken road, and forests, and one spot with a little water in one spot. There were a few atteps at terrain mixing, but these were few and far between. Realisticly, the map was poor in gerenal. In many places, their were walls going through the middle of impassible forests, which looks highly unrealistic. 2
Also a big trouble spot. I think I counted a whole 10 lines of dialouge, and I think I remember 1 or 2 lines of instructions. Both of these could have been greatly improved upon, and added to. There was no victory screen, no loss screen and no instructions screen. Even minimal creativity could be used to greatly improve this work. 1
Not bad for a beginners try (AzTeX2, please tell me you are new to this), however, it could really use a lot of polishing.
- The author did try to deviate from the usual Hero X vs. Hero Y format.
- Map was shoddy
- Storyline and instructions were almost non-existent
- Far too easy, and lacked any level dynamics