Age of Kings Heaven 139
Welcome
Downloads Home
Best Files
Review Guidelines
Main site
Forums
Code of Conduct
Search

Advanced Search
Single Player Scenarios
Home
New Releases
New Reviews
New Comments
Top-Rated

Submit File
Browse Categories
New Files
Recent Updates
No new files


Download File Post Review Post Comment

Ronins

Author File Description
swatmen
File Details
Version: The Conquerors
Style: Fixed Force
In this Japanese scenario you will need to use
different strategy to win, stealth, diversion
and retreat.
Also there are hidden secrets(triggers)
to find.

This is the first scenario I summit, so I would
like to have some comments good or bad.
AuthorReviews   ( All | Comments Only | Reviews Only )
DarckRedd
Rating
3.0
Breakdown
Playability2.0
Balance3.0
Creativity3.0
Map Design3.0
Story/Instructions4.0
Ronins by Swatmen is a simple map in which the main character, Kibatake, must assassinate the enemy king in Feudal Japan, or steal the enemy’s gold.

Playability: This campaign is a good idea brought down by bugs. The player starts with a monk located right next to the king’s chambers on the map. From here, the player can merely convert one of the samurai patrolling the king’s chamber and then kill him. Solutions might include making enemy units inconvertible, or moving the king’s chamber away from the prison. Another issue is that the player’s monk can convert the pyramid in the enemy’s base, giving the player control of the monastery and thus an easy relic victory. This can be fixed by putting an object the player has to destroy rather than convert, then surrounding it with walls, which are inconvertible.

BALANCE: I played the map the way it was meant to played, and discovered it mildly difficult. The author made the map so that a mob of enemy soldiers attacked the player's forces, making an exciting rush for the enemy's king. The author might want to use a custom AI that would hunt the player, or maybe some traps scattered throughout the map.

CREATIVITY: The map is inherently creative; assassination maps are far and few between, and this map is the best of the lot. There are a couple of sound files, as well as a brief opening sequence. However, the campaign could be more creative, for instance maybe the enemy’s base could span the entire map, or include traps, more ambushes, and freeing hostage samurai. The key to making an assassination map is to be ambitious.


MAP DESIGN: The map doesn't look particularly good; the author placed various objects that didn't really fit in with the castle design. For instance, in one section there are a large number of hay stacks along one side of the wall, and in another there is a large number of trade carts, lining a large section of wall. Finally, there is a section that features a pyramid. The author might want to create various rooms such as a bakery, and an expanded castle exterior to make the map look realistic. However, there is a dock on one side of the castle which looks good, and a small exterior to the castle.

STORY/INTRUCTIONS: The map contains both instructions, albeit with grammar and spelling flaws, and a story. This is a four according to the review tutorial.

OVERALL: The author shows promise as a designer; he should be more ambitious with his maps. Also, he should make it look more like a castle, for instance, the author could make several layers of wall, so that the samurai could not see over them. Finally, the relic victory should be scrapped, as it seems unrealistic in my opinion.

Post Review Post Comment

HGDL v0.8.0

Login
Forum Username:


Password:




Create a new account
Forgot password?
Rating
3.0
Breakdown
Playability2.0
Balance3.0
Creativity3.0
Map Design3.0
Story/Instructions4.0
Statistics
Downloads:692
Favorites: [Who?]0
Size:157.35 KB
Added:05/12/04