|
Author |
File Description |
Jas the Mace1 |
Posted on 04/02/06 @ 03:55 PM (updated 04/25/06)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Other |
Regain your kingdom from your evil twin. This map is lots of fun and should take one a bit to get through. Tons of triggers and new charactors. Play if you dare. Muhahahahaha |
Pages: « First « 1 [2] 3 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
Julius999
Official Reviewer |
Posted on 04/12/06 @ 03:19 AM
Right, I'll go back and play it again (updated version) although I think I might "edit" the first part to save me some time doing everything the exact same.
(Although I have to admit it was fun ripping apart massive fortifications in 10 seconds with the 2 Sambas (Samba + Mother) and George)
Good luck completing all the different routes by the way! I'll give you a checklist when you THINK you've finished everything. Trust me, short of pulling apart every trigger, you won't do every different choice :-) |
Tanneur99
Official Reviewer |
Posted on 04/12/06 @ 01:52 PM
Well, I will not play again. This is sad; I finished writing the introduction, playability and balance for my review, when I received the update message of this scenario.
IMVHO you just kicked your submission out of the best of AoK. Confronted with a tedious undertaking to fight in the city I went back to a saved game to convert George, who definitely saved playability and balance for me.
However, maybe I missed something as it took me almost ten hours for all enemies to give up, with heresy for the enemies, it will probably take much longer. My suggestion was to give one of the two monks even earlier to convert enemy units, best in the camp where you receive the drunken idiot. That monk could have been the counselor of the late King, offering to the son to 'talk' to people to join their side. Another suggestion to enhance playability and get pace would be object in area triggers to delete palisade walls once you approach them. The enemy would attack on higher difficulty levels once the wall is down.
I wonder if anybody played to the end because nobody mentioned the victory bug. After all red and purple gave up I changed diplomacy for yellow and gray to enemy, killed the last unit to receive the victory signal. Diplomacy should be allied victory.
Edit: I played on moderate difficulty.
[Edited on 04/12/06 @ 02:20 PM]
|
Julius999
Official Reviewer |
Posted on 04/12/06 @ 04:10 PM
Good points well made.
I'm not too bothered about the barricades (doesn't take long) but I'm still not keen on the wait time for healing (even taking advantage of Mazeon's armour).
And no, when I defeated the enemies I just assumed I'd left a unit stuck in a mountain or something and stopped.
I think that George and Samba shouldn't be allowed to be converted, with them you can just steamroller over everything, maybe just give that player heresy?
But why am I writing this? Take it from one who knows, namely Tanneur99[Edited on 04/12/06 @ 04:13 PM]
|
Tanneur99
Official Reviewer |
Posted on 04/12/06 @ 05:01 PM
Yes, the frustrating aspect is the healing time until you get the two monks and as the part before took so long, was a bit repetitive I enjoyed the part with George. However, you are right with him and two elephants it became easy. I could replay with heresy if one monk comes early to cut down the healing time. He should not be on the starting island; I edited that for me, because of his high LOS, the first camp converts on hard while you are still far away. The enemy destroys it before you reach them. Without George, I would have to think how to use the rams as I left them behind. ;) Question, how long did it take you to win?
I may as well post the beginning of my review draft.
A Bloody Mess is not of any common styles, it starts as a RPG, continues as a RPS, has B&D elements, and finishes as a FF provided you could beat it. The story is fiction, a story of four brothers, princes, living in the peaceful realm of Xcalleve until the King died of 'natural' causes and his first-born found himself imprisoned that same night. You play as Mazeon, first born by 2 min. 37 sec., joined by his brothers Cosmos and Jinx in a quest to regain the kingdom from his twin brother Mazell.
PLAYABILITY: This is a great scenario in many aspects, it is fun to play, entertaining, demanding micromanagement and many reloads, it is challenging, annoying, frustrating, repetitive, surprising, but simply too long for the variety the game play has to offer. The author wrote that he created the scenario listening to Megadeth, System of a Down and Fates Warning, it is fine to play all their records while playing if only I could finish before I hear the music more than once. It took me 12 hours on screen playing moderate to receive a victory signal not counting reloads, which leads me to the only bug. After the enemies gave up I changed diplomacy to enemy for my two allies, razed their buildings and hunt down their last unit to win. For me the looping messages of the Sergeants of the third and fourth regiment were a playability issue after my monks converted them, I finally deleted them.
BALANCE: The beginning balance is a question of patience, excursions to the fridge while your heroes heal. Later when you receive monks it improves, you can vary tactics, play bold convert enemies. I had more reloads than I wished for and went back to saved game to get George who speeded things up...
|
Julius999
Official Reviewer |
Posted on 04/12/06 @ 05:22 PM
It took me exactly 23 minutes 43 seconds to kill the evil twin and all enemies (at which point I declared victory myself, without betraying my allies), counting from when I got George and the first elephant. I didn't use my rams either, compared to George's attack bonus against buildings they are pointless.
Enjoyed your draft review Tanneur, amusing in places such as "excursions to the fridge" ;-)
Question for Jas- Is there any point in the first camp? Just wondering because it's ages and ages until you actually get to build an army, and by that time the workers had levelled the forest on the entire island.
[Edited on 04/12/06 @ 05:28 PM]
|
Jas the Mace1
File Author |
Posted on 04/12/06 @ 06:37 PM
To Julius999
When I originally started making this game what I intended was a prison break with a late game fuedal age smash with high casualties..the first camp and first few fishing ships allowed a large amount of food and wood to be gathered by the time you reach your town in order to speed up gameplay for the smash...by the time this map morphed into what it became I didn't even think about removing them...I was used to seeing them I guess.?..
To Tanneur99
Although my update deleted one monk and added Hersey..I've realized the Heresy doesn't work.?..I think you guys are right about leaving it that way..it will give the player more choice on what to do(one monk with the ability to convert)...and the victory should be 'Allied' (I will update that for future players then leave it alone)...Since the game will be relatively the same as you played I was hoping you would decide to finish your review.. :~)
Also...being my first map I sorta just went for it..when I started I didn't understand how to do any triggers (spent a lot of time at the Scn. design forum..thanks to everyone who contributes there) and I wasn't sure exactly what I was going to do (led to endless revisions as I learned some tricks)...after stumbling through this map I've learned to draw out the entire map on paper and write out the entire script(as I am doing for my spin off featuring Shane the Frightening..2 or 3 maps)it will lessen my playtesting (think of how many times I've played it.#.*!*)
Thank you.!.both of you.!..your comments are appreciated and make this game better than I ever originally thought it could be.!!..
Thanks
Jas the Mace1
Edit: I updated the file as mentioned above on 12 Apr...Final Version...and there is a trigger to establish barracks and a town center in both of the 1st two towns you destroyed when you destroy the three tower barricade at the begining of the end..don't forget the barracks in the jail...
Edit: Shane escapes over the mountains (like a 'B' movie)Map1 RPG-The Journey home..2 B&D Empire build..3 After death Reign in Hell[Edited on 04/13/06 @ 09:20 PM]
|
Julius999
Official Reviewer |
Posted on 04/13/06 @ 03:55 PM
You're welcome Jas.
You've made me feel guilty now, I just made up my map as I went along :-)
Lastly, I'm interested to know how you'll do the Shane scenario.. seeing as he is dead (George made mincemeat of him in 5 seconds).[Edited on 04/13/06 @ 05:36 PM]
|
Julius999
Official Reviewer |
Posted on 04/14/06 @ 06:05 AM
Playability: 4-
Review edited as file has been updated. The review tutorial says this category is a guage of how much fun the scenario is. It started off fun, but after you get to a certain point it becomes tedious and repetetive, the only saving grace here is that the challenges vary later on. Also at the point when it really becomes fun (converting enemy units to cause chaos) the tutorial asks me to deduct points for completion in a way not intended by the author.
Balance: 4
The balance was very challenging (and quite varied at the end), unless you convert really powerful enemy units. This makes the game change from a little boring with lots of healing time to a rampage with almost no major obstacles.
Creativity: 4
The creativity was reasonable, but not the strong point of the scenario. The names were interesting and now the victory condition has been changed that is no longer a weak aspect. I don't think the author intends to, but adding side-quests would make this higher.
Map Design: 4
Varied, and quite natural looking. From dry lakebeds to snowy mountains to evil, dead forests none of it seemed to angular or regular. There was nothing astounding, but it was still considerably better than a random map.
Story/Instructions: 4
A bit of an over-used style of story (but who am I to talk about that?) but you are never confused and always know what to do. The only downside is that I found it somewhat difficult to work out who was saying what sometimes. At one point someone says "Traitors!", but who is it? A prince? An enemy soldier? The unit that has just changed to you? I just don't know. Coloured text and the name of the speaker would clear this up.
Additional Comments: In all, I recommend it (this review may seem a bit harsh).
Good things: Map, fortifications, challenging difficulty, story.
Bad things: Healing time, a bit repetetive, confusing messages.
[Edited on 04/23/06 @ 09:20 AM]
|
Jas the Mace1
File Author |
Posted on 04/14/06 @ 11:04 AM
Julius999
Thanks for the review :~) The victory bug was changed to 'allied' victory on my last update (read my last edit) also deleted 1 monk...my next maps should have some downloaded mods to add even more varied terrain than just the 'basic' editor I used...I didn't think the enemy comments not being labeled as such would be a problem since I labled all the main characters comments..will change that for future games...I personally thought the biggest downfall was the 'many trips to the fridge' required to finish the 1st 65%...
Thanks again..got yours in works (still playing diff. routes)
Jas the Mace1 |
Julius999
Official Reviewer |
Posted on 04/14/06 @ 11:16 AM
I've updated the review Jas. Hope you don't find it too harsh, this was my first review so hopefully Tanneur99 won't see reason to remove it.
Look forward to seeing your review Jas! :-)
One last thing- I personally would never make or play something requiring a mod, too much hassle both ways.[Edited on 04/14/06 @ 11:18 AM]
|
Pages: « First « 1 [2] 3 » Last » |
HGDL v0.8.2 |
Rating |
---|
4.1 | Breakdown |
---|
Playability | 4.0 | Balance | 4.0 | Creativity | 4.0 | Map Design | 4.0 | Story/Instructions | 4.5 |
Statistics |
Downloads: | 1,356 |
Favorites: [] | 1 |
Size: | 152.00 KB |
Added: | 04/02/06 |
Updated: | 04/25/06 |
|