This is a scenario where you face one computer oponent who starts out in the well fortified City of Sarla. Your mission is to take Storm the castel and pillage teh town however don't get too happy they may have surprise for you yet. There are many animals as well as several Mountain ranges. Look for the mystical mountain pass and the old bridge.
This is a Build and Destroy Real Time Strategy game
It displays a well designed map with a lot of care taken in its composition, including hand planted trees. There is a nicely composed city with a large civilian population ready to get to work. Unfortunately you have apparently failed to balance the development of your city and at this point in your history, in the Feudal Age, with a large city including many beautiful buildings and a large civilian work force able to serve under arms, the only armed force you have created consists of two hunting wolves. Your opponent, who has reached the Castle Age, has acted more judiciously and he has a city with a castle, bombard towers, a navy, and several troops. He will attack very early in the game. Your mission is to be ready when he does.
Cataphract887 Official Reviewer
Posted on 01/31/17 @ 11:16 AM
After playing the Authors previous work, Conquest of the New Land, which was a nondescript random map style game with hints at the author putting in some effort, i was curious to see if he managed to level up in the month separating the two and improve his game design. Indeed he had, though Battle for Sarla remains in the fairly baseline B&D category and doesnt stand out against any other average B&D.
Its far too similar to any other B&D or random maps to stand out. There are no outstanding issues to merit a markdown to a 1, although thats more because the scenario is so simplistic there is less chance of something going wrong. The player has enough to get off to a fast start and the map design doesnt get in the way of the B&D as its easy to build and place things. If you do play this you will probably have forgotten about it by the time you finish your next game afterwards.
The enemy is clearly stronger than the player, starting off with an age advantage and a standing military force. The player has a walled citadal, but all his resources are scattered in the countryside so these walls dont win the game instantly for him. Its a much more interesting situation than those 2\5 scenarios where the player is on even footing or even stronger than the enemies.
Theres not much to differentiate itself from a random map, but atleast the author gave thought this time to putting some basic obstacles in the players path.
Map Design 3
Its a reasonable effort that stands a notch above a random map. The terrain is fairly average throughout, with no glaringly bad areas holding it down to a 2. There are a number of well done areas that standout in comparison to a random map, such as the broken down bridge through a swamp, some broken up forests, and a decent rocky area. Both cities are thoroughly average with poor terrain, and i found the enemy city to be particularly lacklustre as the chosen colour grey, simply doesnt look aesthetically appealing in contrast to the monotone bright cobblestone road texture. City building is tough in AoC so this doesnt merit a markdown to 2. The author is certainly trying, and its a clear improvement over his previous work.
Its just too little to merit a 2. There is only an opening statement and a few tips that are not particularly helpful. There really is no story delivery or any meaningful attempt to put some characterization into the scenario, or make the player invested in the action in any way. Its on par with a random maps story.