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Downloads Home » Single Player Scenarios » LotR Upon The Walls Of Minas Tirith

LotR Upon The Walls Of Minas Tirith

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Author File Description
max_power1210
File Details
Version: The Conquerors
Style: Fixed Force
This is the Battle of Minas Tirith. Only the first scenario is added along with audio files and AI files.

Please leave comments and tell me if i should continue the campaign.

Thanks.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
hakkis_jr Nice

[Edited on 05/12/17 @ 03:30 PM]

max_power1210
File Author
Thanks for the compliment. The second Scenario is almost complete (The Courtyard).

Try changing the difficulty options because it does affect gameplay.
hakkis_jr Nice

[Edited on 05/12/17 @ 03:30 PM]

max_power1210
File Author
Check the FAQ in SD forum.

This is how i do it:

Trigger 1-starting state yes-looping yes-
Condition0-timer 1
Effect0-Create Object (Man at arms)
Effect1-Task Object (Man at arms, use the 'set area' not 'set object')
The Richard Just downloaded the camapign.

A little advice on Winzipping - I don't like the campaign to be in a folder named after the campaign, since it just means you have to fish the files out. In this case you have some sound files included. AI is actually part of the CPX file, and since Immobile units is so common you don't really need it there.

For this campaign I would zip it like this:

2 Folders - Campaign and Sound. Campaign has the CPX file, sound has a sub folder called "scenario" with the sound files in it. This way the files drop into the right place when you unzip them from the AoK main folder, since they see that those folders already exist and instead of overwriting them they just drop in.

Edit: I see there's also a lot of music, but little sound effects. Since SE are usually quite small sound files in comparison, remember to add some little sound effects as well, to round out the sounds area.

I'll try and do a review later today.

[Edited on 05/30/05 @ 11:08 PM]

The Richard
Rating
3.6
Breakdown
Playability3.0
Balance3.0
Creativity4.0
Map Design4.0
Story/Instructions4.0
Okay, so basically this is one of the better LOTR campaigns, but it is only the first scenario and quite short. It shows good creativity and trigger skills, and a lot of potential.

Playability: 3

The campaign starts out with you playing as Gandalf and a group of infantry and archers. After the Witch King signals the assault, the Orcs start pouring through the city. The dark forces are too powerful to defeat, but by positioning your troops well and keeping them together you can do a lot of damage.

However I found the mission design was not that great in the way the objectives worked. It was unclear exactly what you have to do. I thought that I had to wait for a certain time, or kill a certain number of orcs. Indeed I retreated at first because my soldiers were decimated from the front lines, but when I pulled back to the second stage I found I could hold my ground indefinitely. I got bored with this after a few minutes and sent my archers out to their deaths, then brought Gandalf to the locked gate and I was set. This moved it on to the last part, where Gandalf disappeared and reappeared, I'm not sure if this was magic or just to show time passing, or showing a nearby area but in a different part of the map.

Anyway, I now just had to get back to the gate, which was pretty easy.

Basically your objective is to die. This isn't very fulfilling, because the better you fight, the longer it takes. There's no reward for fighting well, and if you position yourself where I did, you can stay alive for ever.

Suggestions:

I don't actually mind this idea, but the dark forces were never strong enough for me to feel I had to retreat. I positioned my archers behind Gandalf in the narrow gap leading up to the gate. Here he could take out all the units that were spawned.

If the enemy was able to over power you, you would be forced to play as you are supposed to. If they had skirmishers created then you could no longer defend against them, because the skirmishers would easily damage your archers. This would force you to pull back. Basically, increase the flow of enemies in the city as time goes on until no player can't stand against them.

Also, there is no punishment for dying quickly. I could delete all my units and win the scenario faster. You should be required to defend for a certain amount of time until you can carry on, or attain a certain number of kills. Basically, the reward should be for achievement, not losses, know what I mean?

The mission was a little repetitive in gameplay, once you were in position you just stood your ground and fired arrows, sometimes moving on to the next point. There should be more details, more mission-within-missions. For example, Gandalf could have to rescue some men in another area.

The music was great, you must have done some good work finding it, and it adds a great atmosphere. Chuck in a few sound effects too and you'll be set.

Balance: 3

I played this on moderate, which is the most important level to test because most people play on it. I can't provide feedback on the other levels, but moderate was a little too easy. Having said that, it was more the playability factors that were the issue.

The enemy entered the walls not by breaking them, but by using massive siege towers. This was really creative, and looked cool. The way the units spawned in other parts of the city wasn't so good though, because they didn't appear to come from anywhere. They should appear from somewhere logical at all times, like from a siege tower, a gate etc. I liked the way the siege towers were attacked and destroyed by the trebuchets, then rebuilt. It gives a good impression of the enemies endless numbers.

Since it's only an intro mission it would be okay just to leave it mainly as it is, but provide a clear goal for each area, that takes some skill to achieve.

Creativity: 4

Creativity is strong mainly for the little things in the mission, like siege towers, and the way they reappeared. Good music made the campaign stand out, something few have. This was combined with some cinematic type scenes as well, and good use of triggers. Map Design is the area that needs a little more creativity, using a bit more eye candy and map copy will make that possible.

Map Design: 4

The map was above average, but still needs a bit more work. The terrain I first saw outside the city was good, with a mix of grasses and dirts, giving an impression of encroaching darkness. The city of Minas Tirith in the heart of Gondor needs more work though. The terriain was almost all road.

Minas Tirith is a beautiful city, as should be made so in the map. This means plenty of trees and eye candy, well structured sections of houses etc. The city is divided into 7 circles, rising higher in each layer.

The city is ruled by Denethor, a steward who has lost hope having looked into the palantyr and been deceived by Sauron. There should be some great stone and brickwork, and some nice eye candy, but there is also a feeling of hopelessness to portray.

To make the city like this, first, use a lot more broken roads. The people have more important things to worry about then keeping the city looking beautiful in times of war. Add the orange coloured broken road, as well as a little fungus.

Now the roads don't go everywhere either - use grasses and a little dirt, as well as trees to make up the details. If everything is road, the roads themselves aren't roads anymore. Use them only as paths to give some order to the city.

The first layer of the city will probably be defences - towers, maybe a few houses, that sort of thing. The first layer should be filled with some special effects like falling catapult balls (some exploding birds where they hit), the invisible farm fire, and more damaged buildings.

Since there are plenty of players left, you can use quite a few different players to mix different architechtures - probably the britons and the teutons styles work best. You can use one or two colours for the mixing.

As the city gets further towards the centre add some monuments, temples, that sort of thing. Basically in all your maps of the city you must try to show that it is a beautiful and grand city, but a little run down and gloomy. This is pretty hard for a beginner to do, but try your best.

Looking at the map again the layout is quite confusing. There are 3 separate parts, all supposed to be the same city. I think it would be best in future to stick to the one city so people can understand where they are.

In Summary

-More terrians
-More eye candy (Gaia list)
-Keep the city as a whole, not spread over the map in places

Story/Instructions: 4

It's hard to tell from the length of the scenario. The cutscenes were good.

At the start there is a character called Gothmog. Who is that? I can't remember anyone by that name.

I'd like to see the scenario follow the book more accurately, most LOTR scenarios just go off on their own little way and I can't relate the plot back to the book.

The Book:

***

In this part the dark forces of Sauron, made of orcs, men and other beasts, have taken the river and set their sights on the city. Faramir sets out with a party to hold them off at the river, and does great damage to them, but also loses some men which they can't afford to.

The party runs back to the gate, and Prince Imrahil and his men of Dol Amroth ride out. The sortie turns the retreat into an onslaught, but they must go back inside the city before the enemy can regroup. Faramir however is wounded, perhaps dead.

The morale of the city falls as their hero is believed dead, and the Riders of Rohan still don't come. The enemy masses in the Pelennor Fields, using boats as well to cross the river.

They begin to fire with siege engines and by some wizardry the rocks burst into flame as they hit the city, and all the outer most section is on fire.

Finally, the gate is broken by Grond, a huge battering engine, endowed with spells of ruin. The Black Captain cried words of terror, and on the third strike the gate broke. There inside the wall all men fled, save one, upon the back of Shadowfax.

"You cannot enter here" said Gandalf.

At this point the Riders of Rohan's horns are heard and the Battle of the Pelennor Fields begins.

***

So that's what I try to relate the story to. This scenario is a little different from the book in that it has the dark forces entering the city, which didn't actually happen. I don't mind a little deviation from the story, but the important details can easily be left out, and the made up story may easily lose its way.

Others:

The hold off unit was a king at the bottom, which was fairly noticable and looked weird. Stick to the traditional method of putting him inside a ram or transport and changing it to Gaia.

Perhaps the Nazgul could be represented by eagles? When they fly above the morale of units below would drop (or rise) accordingly. Similarly Gandalf's presence in an area would also boost morale amoung the men of Gondor. When it comes to the presence of the Black Captain, few men will dare face him, so your/allied men could be triggered away from him perhaps.

Overall: 3.6

This campaign looks promising, but this particular scenario doesn't offer the downloader great playability. It has good cutscene value though, including some great music so is worth a download for fans of LOTR scenarios.

The campaign can be improved a lot still, but it's well above average for a new designer. Just take what you want from my review and use the feedback to improve the next scenarios if you decide to make a full campaign.
max_power1210
File Author
Thanks for the review!

I was working on it a bit this morning, but im not sure how to make it seem that you must survive. Ive tried defending villagers (but was crap) and then waiting for reinforcements.

I will probably go for the 'Kill a hundred Orcs and then we must defend the inner city method'
The Richard Yeah, that review ended up being extremely long. I guess it's because I'm reading ROTK at the moment. Anyway, at least I didn't put you off. Kills, timer etc would be fine, it's just a mainly cutscene scenario, just keep it nice and simple. If you find the playability still isn't very good just focus more on the cutscene value, like expanding the bit where the Watch King rides up to the gate and Grond (the siege ram) destroys it. You could add some sound effects there too.
AxE_MaN This is a great campaign and yes, one of the better LOTR maps. By the way, GOTHMOG is the lieutenent of the orc armies (the guy with the messed up face). cant wait for the next scenario.
The Richard Was Gothmog a character in the movie? I remember Gorbag and Shagrat, but no Gothmog. I haven't seen the last movie yet though, I imagine he must be one of the characters they made up.
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Rating
3.7
Breakdown
Playability3.0
Balance3.0
Creativity4.0
Map Design4.5
Story/Instructions4.0
Statistics
Downloads:1,559
Favorites: [Who?]0
Size:2.77 MB
Added:05/28/05