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Author |
File Description |
DarkSlayer |
Posted on 01/05/02 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Role Playing Only |
Number of scenarios: |
2 |
This is just two of my scenario\'s, the start to a larger campaign which I am in the process of making.
The first is an uncontrolled \'clip\' which shows the History of the New Earth, which will be of help during some of the later campaigns.
The second is a small campaign, which only takes about 30 minutes to an hour. You play the role of a ten year old villager who must undertake a mission of great importance. He and his companions must travel through bandit controlled deserts, fight off cave trolls, journey through warg controlled forests, save a Knightdom in turmoil and risk your life to ensure that a criminal is brought to Justice.
It has:
- About 300 triggers
- Five main characters (Only 3 are used for any real purpose)
- Working inventory, quests, letter page and skills
- Levelling System, allowing your characters to get to level 6, gain attack and hp, and advance in their skill.
The campaigns are not yet finished, and I mainly want feedback on how they are going. Rest assured, I will add mods and sound to it later on in the holidays!
Please comment and suggest anything I might add to it. If you know any eye candy, want to play a part, want to suggest extra characters, I\'m willing to listen. Thanx!
(One final note: The campaign should be bug free, cause I had to play it about 20 times cause my end was really buggy and stuffed, so best of luck and enjoy!) |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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rwilde |
Posted on 07/10/05 @ 10:34 PM
This has all the makings of a great campaign. While it's one of the "unfinished demo" variety, it's worth a play all the same.
Playability: 4
The mission has role playing and fixed force elements. Much involves walking around and talking to people, and later on there is some fixed force and occaisionally a little puzzle involved. I found it enjoyable, although at times a was a little confused what to do because of clarity issues or bugs, but that's fairly common in a RPG game. At the end, I found that you die and lose the mission before victory can be declared. I solved this by getting out of the transport just after I got in. I found that Lord Carsten didn't always enter the transport in the first place, this being the main bug of note.
The only real problems I had involved finding out what to do, which was sometimes good, in that I had to think it out, but often it was more due to a new instruction not being added, or the dialogue going by to fast etc. For people who intend to play this mission I must stress that clicking on units, and exploring every possibility is the key.
Balance: 3
The leveling system makes the main Fixed Force part quite easy. Overlevelling is a common problem in an RPG game which the player creates for themselves, but here you have little choice but to level up, as you basically must kill all the enemies in your path. The difficulty of this level comes mainly from other areas, like figuring out what to do, which have been commented on in other sections, so the true balance is lacking.
Creativity: 5
Highly creative. The author leaves his own style on everything he does. The story shows a lot of thought, with some humour and background. The map is of his own style, and there are many creative quests and tricks, like the "Letter system", the exponential levelling up etc.
Map Design: 4
One of the weaker points. A lot of terrain brush and very blocky, it is easily visible on the bitmap. Some nice eye candy in the town but not enough terrain variations, and elevations (if there were any)
Story/Instructions: 4
The story is great, following the tale of a ten year old boy, and presented mainly within the scenario, in the form of many dialogues. These were well thought out, and entertaining. You could talk to people if you wished, and even search houses for booty. Progress in early quests was shown through your stone count, a nice innovation. The dialogues used only white text as far as I recall, which was a bit repetitive. Sometimes instructions went by to fast, and weren't added properly to the objectives screen. THe "click to advance conversation" and additional comments e.g. on what you were thinking underneath were good though, and let the player advance at their own pace. The opening cutscene wasn't done that well, where flags were used instead of map revealers, even though this is an AoC mission. Clarity of what to do at the end was poor. Although the story was very original, it seemed to borrow a lot of names from LOTR, like Wargs and Middle Earth, which wasn't really necessary. Overall a good story, but of course we won't have an ending to it.
Overall: 4
A creative and interesting scenario, let down a little by balance and presentation issues. Recommended only for role playing fans.[Edited on 07/24/05 @ 03:50 PM]
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HGDL v0.8.2 |
Rating |
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4.0 | Breakdown |
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Playability | 4.0 | Balance | 3.0 | Creativity | 5.0 | Map Design | 4.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 1,575 |
Favorites: [] | 0 |
Size: | 112.05 KB |
Added: | 01/05/02 |
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