This is just an updated version of the demo, and there is still no storyline, but i would appreciate any comments, ratings, flames, or whatever. And if your wondering why i said flames, i consider them constructive critisizm (sp?). And for you low-end computer users, because of the amounts of triggers and detail, this scenario might crash. Thanks.
“Atren Rise of Heros” is a campaign without any real story. There are some other good things about this scenario, which I will tell you in due course.
Playability: A great feature of this campaign is you can play as several different characters which greatly improves the replay value of this campaign, however with no prominent story-line the effort in triggers and time seems to have gone a little to waste.
Balance: The campaign’s balance was ok. It was a solid part of the campaigns whilst having not many challenging parts it was not too easy all the way through. It was nothing special here but it was not too badly balanced.
Creativity: Playing as different characters, and inns in the form of castles and all the different types of units made the creativity one of the better features of this campaign. It was good and if you are learning how to implement creativity in scenarios or campaigns this is worth a look. Along with the choices of playing as different characters the creativity of this scenario is above par.
Map Design: The map design is good, it featured many different units hidden places and other things of interest. It didn’t have the “wow” factor of a 5’s map design but it was still good and with some work the author could get his map design skills even better!
Story/Instructions: This was the worst part of this campaign. Often the story is what inspires and keeps people playing through your creation. With no real story as of yet it was unfortunate because this scenario has plenty of potential and I’m sure if a story was added it would be a worthy scenario to download for anyone. The instructions were ok but most text was written using the “send chat” effect, which meant I was often left straining my eyes trying to read small text.
Overall: A good scenario, but lacking a story it lacks the will for most players to play to the end. A note to the author use the effect “Display Instructions” for text it makes it a lot easier to read.
Posted on 02/23/02 @ 12:00 AM
Playability: This scenario was playable, but the lack of instructions/story and general lack of purpose made it difficult. Since i didn't know what I was supposed to do, I did not really enjoy the scenario.
Balance: This scenario was laughably easy. The author needs to focus on making this more of a challenge. The ending boss was killed in only three swings of my hero's sword.
Creativity: This scenario wasn't very creative, but it did have some nice touches such as hotels. Overall there wasn't really anything that stood out, but there were some nice features.
Map Design: The map was of very high quality. It was apparent that the author made an effort to make the map pleasing to the eye, and he succeeded.
Story/Instructions: This was definitely the worst part of the scenario. There was no story whatsoever, and the promise of instructions inside the game was wrong. This made the scenario very hard to play, as I ended up bumbling aimlessly around the map.
Overall: This scenario wasn't very fun because of the lack of purpose, but the map was nice. The author definitely needs to do some major work on this scenario.