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River Maze

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File Details
Version: Age of Kings 1.0
Style: Build and Destroy
That scenario requires an endlless pacient.
It works better in multi-player. I don\'t find an AI that make the computer go beyond the rivers...
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Official Reviewer
Map Design2.0
“River Maze” is a scenario about the Byzantine civilisation against several other different people; you begin with a few trapped villagers in a valley and a base to the south.

Playability: This scenario began ok, with a scout and a kitabatake hero I explored the area for resources. Then I realised it was hard to start up because you had no resources, upon doing this I had to build dock upon dock to cross over each river as there was no shallows, this took a long time and detracted from the fun of this scenario. Then having to take a slow monk up a series of cliffs which continued for a long time 4 times also did not seem like fun, travelling to my enemies bases building dock upon dock again really became irritating and made the player become frustrated.

Balance: River Maze’s balance was too easy, the players were standard the only thing that made them a little stronger was by the time you got to their bases they were built up and in the Imperial Age! The physical features of the map greatly in-balanced game-play.

Creativity: The novelty, of crossing river after river and travelling up many cliff-faces soon wore off. I was left feeling as if there was nothing of real significance afterward. Try adding more personalised touches and add more interesting thing’s to keep the player interested perhaps also add optional objectives.

Map Design: The map design was ok, It had a lot of water and gold, the cliffs and rivers lowered the maps score though. This was because they hindered the player constantly and travel across was hard. Try adding shallows if there are many rivers or fewer rivers. The map design lacked individual touches and use of the gaia items tended to be in clumps, which did not look natural. Try spreading out the gaia items and use more flowers to create a more natural terrain look.

Story/Instructions: The story did not exist, there was no history section and the instruction section was very limited only telling what the victory conditions were. The hints section was also very brief. Try adding a story it can be the strongest part of a campaign and can effect many of the sections of this review. The instructions were not there other than the limited ones in the instructions section, this was the worst section of this campaign.

Overall: I soon became frustrated with dock upon dock, and I think that can be said for the whole scenario. I can’t recommend this, or that it will stay in your scenario folder very long.

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Map Design2.0
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Size:140.07 KB