This scenario will mix the historical facts and the fantasy in the existence of the Order of the Knights Templar.
The Knight Templar were founded by Hugues de Payen and eight knights more that arrived in 1118 to Jerusalem in order to establish a base to protect the pilgrims in their way to Jerusalem.
After nine years, they travelled back to Europe to recruit more knights to their cause.
How is possible that a nine knights order became the most powerful organisation of their times? This campaign will give a historical-fictional point of view of this fact.
- Multiple option system: So you can play several stories in one scenario. Every choice you make will change the story of the game. Every time you play it, the story will be different.
- The first part is Fixed Force, the second part RPG.
- Choose what you want to say to a character, different options of dialogue.
- Multiple side-quests.
Hope you enjoy.
Send your comments, criticisms or doubts to firstname.lastname@example.org
Xavill (Woad Creations)
The story of the Knights Templar continues in The Revenge of the Templar
To continue in Spanish, click Here
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A very fine scenario. A new and unusual turn of the well-known story. Nice and well-motivated dialogues. The Templars were actually suspected of finding something valuable under the ruins of Solomon’s temple and then of hiding it somewhere else. There is even a theory that all post-Crusade European architecture takes its roots from some old Hebrew documents they discovered in Solomon’s (or Herod’s) treasury.
The cart you get from a merchant on condition that you protect it on the way to SE tends to return back to SE farmstead even after it becomes your property. It is still, however, possible to make it go to Solomon’s temple. Strange, that during the nine years in the Holy Land these Templars have accumulated no gold at all, and that Jerusalem merchants are so ready to part with their property (carts) for small services, charging no money. Historical Templars, as we no, took financial matters seriously. Please, give them some gold next time, then they will look more 'Templish'.
It is possible to run away from the robbers in the SW corner of Jerusalem - the gates supposed to bar your way from that evil place lock only after these bad guys reveal their intentions in a dialogue with the soldier who brought you there. Or was it done on purpose?
The map is far from perfect. It is absolutely flat, no elevations at all. Quite unlike what we actually see around Jerusalem, with all its hills and deep valleys. It can be easily improved, of course.
The history of the Templars can be a good source for scenarios. Please, go on.
Thanks Enoth for your nice comments.
Actually, the second part of the future campaign will talk about the construction of the Chatedrals in France. (influenced, as you well said, by the knowledgment they found )
The bugs : The chart tends to go back even when it´s yours? This didn´t happen to me. Maybe the area of the trigger that desactivates the first one is far from the farm.
And sure you scaped from the thieves the second time you played, isn´t it?
The terrain : Yeah, you are true.
I must agree with ENOTH that the terrain is far from the best, was this a version 1 of 5? (No offence)
Otherwise, GO Xavill...
I was a playtester of "The Story of The Templars", so when I saw it at the Blacksmith I downloaded and I played it, mainly to see the differences between the beta version and this one.
The Story of The Templars-I is based on the real story of this order. At this first part, you will have to land on Acre and go to Jerusalem to stablish the new order... but with dark goals!
The map design is much better than a Random Map, there´s no doubt. But it doesn´t deserve a 5- for the moment. The desert is basically dirt 1, cliffs, trees and rocks. The city of Jerusalem is very good recreated, with "Broken path" but it looks too tidy and clean fot that age. Perhaps if the author had put more details, it would seem more realistic. A thing I didn´t like was that about half scenario is blank... however I didn´t take marks off for this.
The story and instructions are great. The story is very good related, the objectives are clear and in any moment I got confused. The hints are well done, and the bmp is good. The only fault I saw were the English mistakes... but as the English isn´t the first tongue´s author, and the instructions and storyline is perfectly understable, I won´t take it into account.
The best thing of this campaign is the variety. It´s lots of options. You can decide if you have to scort the pilgrims to Jerusalen, selecting your way, or help the hospitaleers against the sarracens. Depending on your help, later on they will help you.
Once you are in Jerusalen you have to get two carts. There are many ways to get them. The hospitaleers can help you if you had help them in the past, a farmer can help you if you rescue his daughter, or if you help his friend to bribe a guard and rescue his friend from the jail, bring a book to an university, convence a knight to pay a merchant, and so on. You can play three or four times the scenario and each time it would be different!! Then the options are very original and creative, really it deserves a 5 in creativity.
The playability is great. It hasn´t got many action, though. However, the sidequests of the scenario entertains you and in any moment you get bored. Once you have played you want to restart the scenario and test the other options. The moments of actions aren´t very difficult, and the storyline absorbs you. Simply wonderful.
The balance is good. There aren´t many action moments, and when there´re, they aren´t difficult. For example the objectives say that Huge and another knight must survive. Really this is too easy. I think the author could improve the balance if he put that ALL the knights must survive. So sometimes it´s a little bit easy and sometimes it becomes really hard, for example when you go to the abandonated monastery. It has a solid 4.
The Story of The Templars is a very good campaign, and I recommend insistently to download it. It has got lot of options and sidequest, enough to play the scenario several times without fell into the boring.
So... what are you waiting for? DOWNLOAD IT DOWNLOAD IT! Click at "Download The Story of The Templars-I" COME ON!
Options and sidequests
You can insult the other knights and there´s a game where you have to guess who is the thief ;)
Low detail and flat design
Not very well balanced
I find the previos review unfair, as the reviewer is a member of woad creations.
A 4. Not many bugs, though it could have been better.
Another 4. It was fun, though if you say the wrong thing 1 place it's impossible! Many parts are also too easy, due to the fact that you have superheroes.
Creativity: This had one new thing, where you could choose what to say someone somewhere. Oter than that, nothing new.
No terrain mixing, no rocks, no mountains, no wildlife, no nothing. I was very disapoined by this I must say.
Not much of a story. You just have these heroes and you walk around doing things, and for some odd reason digging under the temple of soloman, which, btw, has a barracks next to it. Go figure! There were also more spelling and grammer errors than I could count.
With a major overhall, this could be very good. I don't think it's there yet.
Xavill, It's a magnificent scenario, but I think if you planning on doing story II, I hope it would be much better.
Playability - It was fun, played it couple of time.
Balance - Each scenario have a hard, and an easy part. And that was good, and challenging.
Creativity - There's a new feature about this scenario is where you can choose what the person is saying. That was really handy and really well thought out.
Map design - It's just ordinary terrain. I really think the creator can do fancy terrain and some eye candy for each scenario.
Story/Instruction - What can I say? It's story I, and if I'm thinking the right way, I think when the creator launches story II, the story would be much better. Of course story I, always have boring storys, and story II, and so on, always have good plots and good variety of storys in them. But for story I, it was just sending out heroes killing enemies. He did describe really well in the instruction and hints section.
Overall - It's good, any many people will enjoy it! I'm expecting more for Story II, if the creator thinking of making more to the saga of the Templars! I'm a fan of xavill's scenario! Keep up the magnificent work, and your talent of scenario making.
I think some of the other reviews were a bit unfair. Below is my opinion about this campaign.
The Story of the Templars is an interesting campaign about the foundation of this mysterious order and its goals and struggles. You have many choices of paths to take, and the story is well-told. While this is just part 1, it is already a very good campaign, very worth downloading.
- Playability: 4 Lots of replay value because of the options, and the logical problem with the liar is nice, but nothing that really makes it be "super-fun". It's more than a 3, so you can expect several hours of fun, but not yet a 5. I suggest adding more side-quests and unique objectives to improve playability.
- Balance: 4 Nicely-balanced but a bit too easy. Making it play differently on different difficulty levels would help (you can have enemies have +3 attack on hard for experts to tackle, and have heroes have +3 on easy for newbies, for example). As it is now you can just charge into most battles and you'll survive, though you do have to watch the main heroes. However, there are some where you can die quickly if you aren't careful. This campaign should challenge most AoK players.
- Map Design: 4 Better than a RM but not perfect. I like the empty desert - that's what it looks like in real life after all. People must realize that eyecandy does not mean making a 2-tile-wide road path in a forest with hundreds of deer, forage bushes, and flower patches all over the place, elevation in random locations, and little lakes or bits of desert with no purpose. Especially for a desert map! The one way I think you could improve map design is by mixing desert with dirt2 more nicely, adding an oasis somewhere, and putting roman ruins. Use some elevation to create sand dunes too maybe. Also, make the map more open so it feels like a wide-open desert when you take the river road.
Creativity: 4 I think the overall storyline is very interesting and creative, and the many options and paths you can take make this a unique map. There are many things you don't see every day, and the author shows effort and research. You'll find something new and interesting in The Story of the Templars.
Story/Instructios: 4 There is a lot of background information and a detailed introductory bitmap. Spelling-mistakes reduce about 0.5 points here, but most importantly, there needs to be more about the personality of each character: maybe one of them has a quick temper, one stutters, etc; maybe they talk about their life histories on the road; maybe they meet an old friend in Jerusalem. However, the objective system works fine and it is always clear what you have to do.
- multiple paths to victory (lots of replay value)
- creative storyline
- detailed, informative instructions
- map design could be better
- a bit easy in places
- more information on characters would help
Overall a solid 4.0. Good scenario, but it needs a little more work to become a 5.0. If you're wondering about whether to download this, yo can stop wondering: it's worth it. The Story of the Templars I is a very good campaign, and I'm really looking forward to the finished, full version.
Hey, great idea for a campaign. I enjoyed it. I agree with the previous comments about the map. It also seems out of scale. The Mediterranean is not half a kilometer from Jerusalem. I don't know whether that can be fixed. Also, I'd probably use an English-language spell/grammar-checker on your next scenario. Great job.
I agree with what everyone else has said so far. This was a great scenario. I just wanted to give you an idea. I read a book on old templar legends\myths, and in most of the stories it talked about the templars finding the head of John the babtist instead of the arc. The Head was crupted by an eveil mage and it controled the templars. Just an idea. The scenario is fine as it is.
ENOTH is right. The cart wouldn't follow me either, even though it was mine.
It happened only once, after I played the templers (help and don't...), the monks (help and don't...), I thought in the fifth game (I love this campaign) "let's get all carts". One was with the other heroes, one followed me and being the third, that last one wouldn't follow, unless you constantly click.
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