The best level from the ultimate multiplayer 3 pack is back and its better than ever before.
||The Conquerors 1.0c
||Build and Destroy
|Number of players:
Improvments on previous map
-Eye candy has been increased 10 fold
-new bounses have been added to make game playing more interesting
-scenario instructions, hints and scouting info are now avaible
Six ways to die was originally designed as an anti rushing level, but it can be played many different ways, shimo style, 3 vs 3, ffa 2 vs 2 vs 2. This map is designed for only six players currently. The eye candy in this map will take your breath away, and now its better than before. The version of six ways to die didn't get the recontion it deserves when it was part of the 3 pack so i decided to make it incredible and put it on its own, since it was the best level of the pack.
COMMING SOON THE UPDATED VERSION OF "A BRIDGE TOO FAR"
|Author||Reviews ( All | Comments Only | Reviews Only )|
This multi player scenario, SiX wAyS tO dIe, is pretty descent. However, it is definitely unworthy of being a 5.0 scenario.
The playability is pretty flat out and uninteresting. It's basically like a random map... you start with 3 villagers and a towncenter, and you are surrounded by some resources and forest. Your goal is to defeat all of your opponents and to survive the monkey attack in the middle. However, the monkeys really don't serve as a deterrent for a 5.
The balance is on the good side, because it's slightly harder than you would expect from a regular random map. The monkeys, of course, serve the purpose of making the scenario harder.
The creativity is pretty poor. Like I said, it's almost identical to an "arena" random map. The only thing remotely creative are the monkeys.
The map design was pretty good. There were some eye candy, but it needs more to get a 5.
There was no instructions and of course no story. You know all you need to know already, since it's pretty straight forward: Destroy all your enemy and watch out for the middle section where there are monkeys. So, you know what do but there is no story... so there, a 3 shall suffice.
- Good map design
- Reasonable balance
- Not enough use of creative triggers and concepts
Final Thoughts: This scenario did ok for a multi-player scenario, but it does not deserve to be the crowning achievement of multi-player scenario design community. So, I felt justified to re-review it.
Contrary to the initial review, I believe this scenario deserves something which is more fitting.
Playability: Indeed, there are no bugs, but its just a normal random map, compared to the usual zone multiplayers.
Balance: I found that some players had a significant advantage over others. For example, purple vills rarely died, because 3 of them could kill anything. Therefore, the balance score this scenario deserves is far from a perfect 5.
Creativity: Just a plain, boring old RM, with the exception of the bonuses. Also, the middle of the map, which featured some monkeys.
Map Design: This is where the last reviewer annoyed me a little bit;
"The map design of this scenario is great. The design of this map puts other scenarios that have recieved 5's to shame. There is eye candy absolutly everywhere."
Other 5.o's to shame? I doubt it. The bases were just grass, some flowers and trees, nothing special, the middle was so-so anyway.
Instructions/Story: The instructions were vaguely clear. It just said this was anti-rushing scenario. It didn't say any objectives. Could of had a story. But It didn't, so a 3 must do.
I wonder if that other reviewer has seen some 5.0 work.....