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Downloads Home » Single Player Scenarios » Warlocks Of MagiOk Part 1-The Coming of Faith

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Warlocks Of MagiOk Part 1-The Coming of Faith

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Version: The Conquerors 1.0c
Style: Role Playing Only
Warlocks of MagiOk Part 1- The Coming Of Faith

Its so here baby, youve waited ad waited and i insisted you know about it in the forms ,b ut know the first part is here!!!!!!!

this is just the beginning, its not too much to awe on, well not for me sicne i know all the trigers and scripts by heart, and know exctly when everything happens, i get it gets a lil unexciting when u know everything?lol

well the storyline= great and here it is if u wanna know:

Sergio, a young man, a happy man, until the day he must realze adulthood and realize the evils that surround this world,the day his parents die. Nobody seems to know, or want to reveal the cause of this death, except for 5 men that can tell him, he must unlock the secrets, discover what this thing is, why it is, and how to destroy it, but the only real doubt in ones min is: Is a lifetime nough time to find out what sergio needs to know?

Pretty catchy eh?
Credits are in Scenario, but playtester credits arent in since first i gotta get ppl to playtest it, please do try it and tellme what you think!!THANKS!
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Official Reviewer
Map Design3.0
"Warlocks of MagiOk Part I- The Coming of Faith" is a campaign based around the character Sergio, and from what progresses after him finding out his parents are dead.

Playability: The playability of this campaign was a little weak, I feel this was because there was so little fighting the player could participate. To improve the playability you could give the computer units to fight against you on your travels much sooner.

Balance: The balance as a result of the previously mentioned lack of enemies until later in game meant that the balance was a little below par. This was due to the fact the fights you did take command in were very easy and proved for very little effort or challenge.

Creativity: The creativity of Warlocks of MagiOk was reasonable. It had nothing that made you want to shout "WOW!" at but it had some interesting things such as the Stables, and the author showed signs of building upon previous ideas.

Map Design: The map design was again another mediocre part of this author's work. The map was fairly beautiful to look at, and it did change, but there was signs of clumping trees using big brush palettes in places which looked a little off putting and not too beautiful to look at.

Story/Instructions: This was for certain the best feature of this campaign, despite the fact there was no bitmap upon loading this campaign didn't stop this from receiving an above average mark. The introduction screen showed some sections are very detailed, but the history section contained nothing at all. Throughout the campaign the instructions were strong, just as it was at the introductions screen. The instructions in game were well placed and gave you enough time to read them all, before disappearing and told you what your objectives were.

Overall: A campaign, which could do with the addition of more units to fight with providing more of a challenge, more than anything else. If you're looking for a challenge you've come to the wrong place.
Map Design4.0
This is an interesting scenario, but I couldn't finish it because I didn't know what to do. And a scenario that I can't finish can't have a complete review. So, I will review the parts that I could play.

Playability 2: There wasn't too much fighting, and I couldn't finish the scenario coz I didn't know what to do,

Balance 2: If there wasn't battle, I think that it was too easy. Or at least, the parts that I played

Creativity: Not bad, but not too innovative either. I think that it is so so

Map design: The map was beautiful (or at least I thought that). Only that it isn't pretty fun to find yourself in a part that you must get armor

Stor Intructions: This is the part that I didn't get confortable. The instructions are not too clear, but the history saves it a little.

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