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Rushhour rams!

Author File Description
File Details
Version: The Conquerors 1.0c
This scenario is nothing but a minigame. You take control of a siege ram and tries to rescue your chieftain Eric the Red from his prison on the other side of a free way. But remember: don't even get close to any other traffic, or you're a smokin' hole in the ground!

If someone can win this scenario, he och she is the one and only true master of AoK! Myself, I haven't yet...
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
MoX_MiThRaNdIr DANG MAN!! This is one freekin hard map. Nice idea though. It would be better if there was more space in the game area and the same amount of rams, and maybe they should have predictable patterns of movment thet never changed, so it took skill not pure luck of the draw.
Stephen Richards
Official Reviewer
Nice idea, but too difficult - incorporate difficulty levels.
Leinad le Grand Wow! To hard. I've got a flimsy ram, cause I go in there for two seconds and it's flat. Still, it's an interesting idea.
Official Reviewer
Map Design2.0
‘Rush hour rams!’ is an address game in the demo stage, a scenario to test your skills, none of the common styles. You play a group of Berserks, your mission to rescue Eric the Red from prison.

PLAYABILITY: The scenario is impossible to win, there is not enough space to avoid the heavy traffic and even though I found it interesting, I prefer games I could win at least in theory. Example, if player 1 travels on the dirt path next to the skyscrapers, he looses to a ram on the next road, having one road and another dirt path between them before it is on the same height. The necessary distance to avoid a crash is probably about two roads and one dirt path with the given design. 1

BALANCE: The scenario is too hard, impossible to win on the easiest setting. 1

CREATIVITY: The idea is interesting and creative, but the execution poor, it simply does not work and as a result, there is no playability and balance. 3-

MAP DESIGN: The map is neither beautiful with square walls, Celtic wonders on one side and houses on the other, nor is it technically adapted in its size to the scenario’s objective. 2

STORY/INSTRUCTIONS: Good instructions with a well explained theme, which unfortunately does not work. I liked the statement in the hint section, saying that the author failed to win the scenario limited my frustration. 3

OVERALL: A scenario you cannot win.

SUGGESTIONS: Try to scale up everything, longer and wider, and introduce difficulty levels with varied numbers of rams.

OBSERVATION: IMO, it is not a good idea to submit a scenario that you cannot beat yourself.

IN CLOSING: I recommend the scenario to view the creative idea, not to play.
File Author
lol, I'm surprised you even bothered to review this Tanneur. 'tis just a piece of junk I uploaded when I first joined. I don't even think the idea is feasible due to the limits of the AoK triggers.

Oh well, I guess people might find it funny to discover even good designers were n00bs once. =)

[Edited on 01/28/06 @ 08:01 AM]

crbenne Bah! Too easy! Just another case of the iocane fallacy.

It took me a few tries, but I eventually got it.

Just switch diplomacy with really heavy traffic and add a lane!

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Map Design2.0
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Size:9.01 KB