Posted on 01/06/06 @ 05:43 PM (updated 01/08/06
For information see the showcase here!
||Role Playing Only
Note: their is no victory trigger at the end of this scenario.
Questions? Comments? Email me at DeadJedi20@yahoo.com
|Author||Reviews ( All | Comments Only | Reviews Only )|
This is a rpg campaign by deadjedi.It was good overally but however I was disappointed by the fact that it wasn't completed before submission
There was mainly one real quest , rest of the scenario was exploration.One suggestion to the scenario author may be to create map revealers which you find under the other units tab.The map revealer needs to owned by human player to reveal an area to human player.I went to the thread and found many pictures , but only came across 3-4 areas shown in the screenshot.If you can complete the campaign both in terms of map design and quest, you may expect me to provide a more reasonable review:-)
This is definitely a scenario where micromanagement is the key.You can't just walk over your opponents.You need to get healed, attack,get healed attack.So according to me any scenario where you can't lose isn't complete, and this was not the case for this scenario so a 5!
Although most tricks used are not new, it's new for this amateur scenario designer to get them to actually work.One of them-my personal favorite is click an object to talk system.I implemented them in my own scenarios and find the use of them to be quite creative.However the author must work hard to make sure every character in the game has something to say even if it's trivial.Small things like this improve gameplay
Map Design: 4
As I have mentioned before the rating you receive right now may be unfair because the scenario is incomplete.I have deducted one point because I discovered that the northern area is almost blank(filled with one terrain), has no elevation and gaia objects.I don't know whether the author actually intended for the player to access those blank parts.In any case some obstacles should be inserted to prevent the player from reaching undesigned parts of the map
Story was ok, though not interesting.One suggestion would be to create an alternate world-I mean that's the main thing that makes an rpg game fun.You must tell us why certain units are our enemies, what world are we in and what role we have in this world.I think the last part was answered but the first two questions aren't answered .Think about these things when designing a scenario
A good scenario with minor flaws in storyline and because of incompleted state.
[Edited on 01/14/06 @ 07:00 PM]
In this scenario you are Leo, a swordman destined to become the worlds greatest swordsman. You must destroy the enemies(name not given) military camps to achieve victory.
This scenario is a good challenge, as you must get healed after a fight or die. You must use micro-management is key, as someone else already said. I did find that there was no victory trigger, and I also found some other minor bugs.
This scenario is a good challenge, as you must get healed after a fight or die. There were parts that were seemed impossible, but rying again you can find different strategies to complete the objectives.
The creativity level was not the strongest part of the scenario. But there were some creative elements in the scenario, but it was pretty basic.Also, you could have given the enemies names, and made a bit of a deeper story to it.
Map Design: 4
Map design is probably one of the stronger parts of the scenario. I liked the ever changing landscape and terrian was far from plain. I also liked the patches of flowers scattered throughout the map. The map design was decent, but most of the map was unused and left blank.
This was poorest part of the scenario...The
storyline was rather plain and basic. When you start off, there are no instructions so your left to explore and find enemies to destroy. Finally, when you have explored the map and found the city, you look for objectives. I would have to say you should put better instructions in the scenario. I also found a number of spelling mistakes.
I think a little more effort should have been put into this scenario, especially in the storyline/instructions department. You may be new to scenario designing as I am, but overall you did a good job and keep designing.
[Edited on 01/22/06 @ 10:10 PM]
This doesn't happen to excite me all together that much, when it was a great Adventure It really was only a one quest type of game though think of things to improve the gameplay.
This was fine, though it wasn't very level dynamic.
I deem it reasonably creative though more effort could be put into it here.
Map Design: 4
Now this is definatly the best part of the scenario, the village which you start in is beautifull though it doesn't repeat it'self especially in the 'Enemy's second camp. Also being able to explore the whole part of the map which is just Green grass is not a good idea, perhpas sealing that off with woods. The village was good though so I shall award 4.
I found that the story was there and reasonably simple though the instrucutions were vague it was almost 'Wander around and find something to do' Also the one where the guard sets you a challenge it is more kind of north west rather than North. This could definatly be improved.
Additional Comments: It was Okay this may be your first release, ( If it isn't do correct me) but there is a base upon which you can build.
[Edited on 01/21/06 @ 04:08 PM]