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Frontal Assault

Author File Description
File Details
Version: Age of Kings 1.0
Style: Build and Destroy
First and foremost many thanks to "Tylori Dragon" and "the great Alexander" whose playtesting, fine comments, and suggestions have considerably improved this scenario.

I have wanted for a long time to do a build & destroy scenario. Most of them require the player to fend off an initial attack, become impregnable and then sally forth to conquer. The scenario is actually won in the first 15 minutes and then it takes two more hours to prove it (kinda like Monopoly).

This does not play that way. It was created to show what could be done with difficulty level triggers. Easiest gives the "newbie" the thrill of victory. Easy will only provide challenge for a "newbie". Moderate begins to challenge an experienced player whose battling skills are average. Hard is difficult, but a good player can win it; an average player can probably get it with persistence. Hardest is downright hard. And yes! Difficult as it is at the hardest level, both the playtesters beat the scenario, one using and one not using the bribe feature.

During the gameplay, the opposition will build a wonder. It's appearance means you have approximately 17 minutes of game time remaining to complete your objectives. (The wonder itself is just a timer for your benefit - you must not attack it.) The time feature ensures the player does not just hang around and build a defense. You must build and attack quickly in order to win.

Objectives, attacks, resources, etc. all change a bit with each level change. How far up the difficulty ladder can you ascend?
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Angel Jerusalem
Official Reviewer
Map Design4.0
The place is Japan. These are the medieval times, in which quarelling among powerful families is not unusual. The scenario is Frontal Assault - one of the better Build and Conquer scenarios out there.

Where this scenario really shines, among others, is the Balance department. The great thing about "Frontal Assault" is that you get to choose your own difficulty, and the changes in the game are adjusted adequately. That's why I think this is entwined with the Playability in this scenario. IMHO, more designers should consider implementing this in their scenarios. Heck, I most likely will too!

Another great part of this scenario is the Creativity. Who would think of bribing the guards at the enemy fortress? Who would imagine getting reports from scouts at the beginning of the scenario, and considering them - just like a real general? Very creative, I must admit!

The Map Design is practical and interesting. It's no Ingo Van-Thiel, but cliffs and elavation are used very logically and reasonably. Too bad there wasn't more eye candy, though. I liked the way the fortress and the road leading to it were arranged. Placing wonders of the world near the relics was a very good idea - made me feel as if I was really doing something that'll affect the world! :).

The downside, however, of this scenario, shows in the Story/Instructions. The plot/story part consisted solely of the first paragraph. All the rest were instructions, tips and other technical things. I can understand that unlike an RPG, it's rather difficult to make the player emotionally involved in a cold-blooded battle, but, c'mon... A little plot twists never hurt anyone! Could do a little better here.

Allthough the plot is not very prominent, this scenario is still very entertaining and captivating. If you're looking for something else in this RPG-filled blacksmith, then this scenario is definately worth a download!

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Map Design4.0
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Size:68.56 KB