~~The Land of Two Castles~~
<center>THE LAND OF TWO CASTLES
||The Conquerors 1.0c
|Number of players:
The Land of Two Castles was made by me after playing zyxomma100's Defend the Castle scenario. I was inspired by the training system, and wanted to bring it the multiplayer environment. I did, except it became a lot more complex.
The story: Two houses have feuded for years. No one really remembers why, they just do. The hate streches back for years. But they haven't fought for years, just competing to have the most gold, the biggest army, the best kingdom. However, now the feud has exploded, and the war is on!
Gameplay: Each player has a base from which soldiers automatically spawn. These soldiers form the backbone of the players' force. Then, in an unreachable corner of the map, players have a place where they train special units, and buy stuff. Finally, the player can step on flags in bases to capture settlements. These settlements pay gold, which you use to buy stuff. The scenario is explained in greater detail on the instructions page of the scenario.
Credits: WildCardDow, Lord_Fadawah, ItalianHurskarl, and zyxomma100
|Author||Reviews ( All | Comments Only | Reviews Only )|
This is a truly excellent piece of work IMO.
The game is explained adequately above so I will not repeat DR's comments.
This scenario scores highly. I don't usually play multiplayer scenarios over then net, opting most of the time for rm's. However, DR's creation keeps me coming back for more.
The game plays well, with few bugs, and does not give the user a chance to sit back for long. I feel the game could have been improved though by a little more playtesting. On occasions I have bought expensive items that haven't appeared, such as bombard towers. Also, sometimes my units were converted along with a flag, losing me units which are then gained by the other side.
Another point to note is that if you play the scenario on imperial age it doesn't take long to research spies. ;-)
This game is not quite balanced in terms of one player versus the other. I feel that the balance of units chosen was something that could have been improved upon.
Players should have access to units to counter cavalry, as my knights repeatedly slaughter much larger groups of archers without even one loss.
Also, the trebs cost way too little, destroy the castle way too easily and withstand knight attack too easily. Normal trebs and castles with raised HP would make for a much more satisfying conclusion IMO.
I know the author mentions other maps as being his inspiration, but I feel that the consistant level and quality of creativity in this scenario more than justifys a five score.
Map Design: 4
The map design was reasonable. It was by no means just a random map, being littered with eyecandy etc. One point I loved was the addition of the bridge section belonging to the third player. This ensured that if the host forgot to add a player three, the two sides would never be able to meet.
I would have liked to see some more towns however, as this makes camping a little too easy.
The scenario instructions are perfect. They explain clearly how to set up and play the game. I would prefer a little more information in the story though, as it's a little cliched and spartan.
Overall, an excellent piece of work which I feel could easily warrant a 5 rating if the author irons the bits above out.
Definitely worth a download, as it will give you a lot of fun, a lot of times over.
[Edited on 12/08/05 @ 04:57 AM]