This scenario is the first in a series set in an alternate England:
William the Conqueror was killed in the Battle of Hastings at Stamford Bridge in 1066, and his protector Lord Brendan completed the campaign and was crowned King.
The scenario takes place in 1095 shortly after King Brendan I was assassinated by his younger son William. You will assume the role of Prince Brandon, the rightful heir to the throne, blamed for the death of the King. Your actions will determine whether England gets her rightful King.
I hope you enjoy this. It\'s amateur night as far as triggers go but any suggestions and/or input will be appreciated. thanks.
Playability: This scenario was fun to play, but a bit on the boring side. The map was small, and something which were supposed to be hidden in the beginning, weren't. Also, some triggers appeared to be timed, not based on the 'Object in Area' condition, as they should have been. This made it so that some triggers would go off without the player ever having moved his hero.
Balance: This scenario wasn't balanced very well, as the enemy is given square formations of units. This makes it so that one block of enemy units might run to their death, while the other formations just sit there. The enemy's units weren't even inside the walls of the town, and could be easily destroyed without the player fearing attack from the castles and towers.
Creativity: This scenario did not have anything very creative in it. No trigger tricks, no nothing. Also, any conversation with other units was all displayed at once, instead of timing each block of text, to appear when the player was finished reading. This gave the impression that the author does not have a firm grasp of triggers.
Map Design: The map was bland in some areas, and overall wasn't very pleasing to the eye. While it did have some eye candy, it was sparse and didn't look like the author spent much time on it.
Story/Instructions: The story was interesting, but the instructions were what brought this score down. There were no instructions in the game, they were all written down in the editor. This made it so when you finished an objective, it was never crossed out, and simply stayed the way it was. This also gave the impression that the author doesn't know his way around triggers and was unsure of using them to display objectives.