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Downloads Home » Best Files » ~The Last Battle for the Swamps~!! UPDATED!!

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~The Last Battle for the Swamps~!! UPDATED!!

Author File Description
Dantares IV
File Details
Version: The Conquerors 1.0c
Style: Fixed Force
The Last Battle for the Swamps is a campaign based on the last stand of Captain Navar and his hundred strong force. Their great pride makes it so that there is no way that they will ever surrender. They will deal brutaly to any person that asks for it also. Their only hope is to destroy an relentless, merciless army called the Urks comprised of about 500 men, their merciless captain-Captain Veers (Who will lead the battle at first), and the great-General Zugros. Navar's only advantages are that they are defending while Zugros attacks; they are rested while Zugros' men are exaused; and they have crossbowmen while Zugros has none.

What to expect from this game:

An approxomately three minute long cutscene,
About 100 triggers for a single battle,
A relentless battle,
A final duel between both commanders.

Many thanks to my playtesters:


Reviews, or at least a comment, would be greatly apprciated.

And now, strap in for,

~The Last Battle for the Swamps~

by Dantares IV


~More sounds added~
~Navar's men weaker, Zugros' men stronger~
~Zugros is doubled in health~
~If some of you wonder if the game even is beatable now, trust me, it is, I tested the game about thirty times myself, so I ought to know~
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Lord Basse
Official Reviewer
Map Design4.0
The Last Battle for the Swamps is a regular defend-the-spot scenario with several nonregular and creative aspects put into it.
Here is my review of it

Playability: 4+

Playing the scenario is very entertaining, even if its not too much of a challenge. You start off with an army on slightly more than 100 men, all boosted up to make the battle more realistic. You then have a short moment, one minute, to arrange your formations and plan your strategy on how to defend.
After that, the enourmous Urk armies arrive from all around and start attacking your men. With right formation, the urk armies can be hold of for a while, but they break through after all since you cannot hold every place in the swamp that they attack. Even when you barrage the urks with arrows you will not win easily. Since the enemies are on patrol, most units will walk back and forth without attacking so its rather easy to kill them. But their numbers make them very dangerous. Attack them and they will fight back. The battle is very hard.
When Zugros comes, most of his soldiers are dead and he can walk up to Captain Navar. However, as I had around 35 men left when he came, and almost all crossbowmen surviving, I could kill him without any effort.
These problems is what makes the game not as good as it could have been. On higher difficulties, the soldiers do attack more but its still not very hard, unfortunately.

However, defend-the-spot scenarios are an own kind of scenarios. You can play it a hundred times and win it in a hundred different ways and it doesn't get very repetative.
I always, or mostly, find defend-the-spot scenarios very entertaining only thanks to the style itself. With some real story, and a cut-scene as this one has, it gets even better. Therefore this gets a high score, even if it has some flaws it gets a 4+ here.

Balance: 5

The balance of a defend-the-spot scenario is very important. Its the most important part of all defense scenarios. This scenario is well balanced. You have around 30 soldiers left when Zugros comes. Zugros and his men are very strong and their forces are much bigger than your'se. I had a rather hard time keeping the urks as far away from the outpost as possible. It was possible, but it didnt last for long. Even the standard level that I played on is challenging, and as it gets harder the higher you came in the levels, the scenario gets tougher.

However, there are more positive points, bringing this part of the scenario up to a top level this time.
You have to choose a good strategy to win. Leaving all soldiers as they stand can result in a slaughter of them. If you let the crossbowmen stand in front of all others, the Urk infantry will kill them first and then you will have a much smaller chanse of winning. The best stragety is the most simple: put your heavy infantry in front of all, backed up by the light infantry with crossbowmen on the back. Shoot all enemies from there while the infantry holds them back, making them an easy prey for the crossbows.
Another good thing is that you have a very short time to make up your strategy and arrange your forces, all bringing it up to a 5!

Creativity: 3+

For being a defend-the-spot scenario, this scenario is rather creative compared to others.
This is the first scenario in this cathegory that I've seen that takes part in a swamp. I've seen several others. Most take part on normal land. Some in forts, some on plateaus etc. etc. but no one, but this, in a swamp. That is a good point in the creativity mark!
But apart from this its more or less a usuall defend-the-spot scenario. Good made, nice terrain but not much new or over the usuall things for a defend-the-spot scenario. You have a small base, a force to defend with and the enemy attacks from all sides. The traditional.
But since it introduces a new theme to the defend-the-spot cathegory, it gets a plus on the 3 :)

Map Design: 4

The idea of having a great battle in a swamp is a fun and new type of battle. Enemies coming from all around the outpost, but they can still not walk everywhere, making it easier to defend. The swamp itself is good made, with shallows and water covered partly by flowers, bushes and stuff, looking very different to many other maps.
With the sea towers and yurts as an outpost in ruins, it gives a prefect feeling to the game.
Around the swamp, the places are filled with flowers and weeds. It looks quite boring, since it's all the same with the nature around the swamp itself, no big differense from one place to another.
Apart from that, the map looks great with eye-candy, base terrain and ruins.

Story/Instructions: 4

The scenario only includes the end of a story that could have been much longer. The author cuts the story down to the very end, giving a short summary of what that happend before the scenario sets off. It gives the player room for detailing the story him/herself and make it just as he/she wants it. Thats positive to some people and negative to others. I like both kinds, full scale stories and stories where you have to figure out the end or beginning yourself, out of the facts the author leaves you with, just like in this scenario!

The instructions run past you very quick even on normal speed, which is the speed you want us to play on, isn't it Dantares? I couldn't find any place telling the player on which speed to play on, so I assumed it was on normal after seeing the text flying by on fast.
I guess the 'special style' of dialogue was the text getting longer and longer with new triggers, not removing the text but adding more to it. Its not new however, I've used it myself many times and I got it from Mashek. Oliver did it too, but its still not very usuall to see in scenarios.

The music, even if already used in your previous scenario The Zanthosites are Coming, suits the scenario perfectly and gives a special emotion and touch the the action and story of the scenario, making the player (at least for me) really feeling that "This is it. If we lose now, we lose forever!", just like the men on the battlefield is thinking.

Summary, very good but could have been more detailed in-game. The pre-scenario story is not neccesary to make longer, but the in-game story could be a little longer.

Good job Dantares :D

[Edited on 02/16/07 @ 09:25 AM]

Official Reviewer
Map Design5.0
'The last battle of the swamps' is a fixed force, defend the spot type of scenario, situated in a most unusual place - a swamp.

Playability: 4
Well the game was certainly very interesting, the cutscene was well done, though I viewed it on fast speed. The music is really appropriate, it really adds a battle like feel to the scenario. It is a bit short, but actually about the right length for a 'last stand' type of game. However there is an issue of lag, which I experienced and another issue which no one has written about- the choice of colors. Green and gray really sort of blend into the swamp background and when hordes of enemies come it is difficult to see how many troops you have left.
After editing many of the things seem to be fixed as Navar doesn't stand behind a flag, and it is harder.

Balance: 3+
Well for a desperate 'last stand' kind of game it was certainly easy. Even after editing the game is not fundamentally difficult, as I won on my first try at moderate and on hard I needed one reload, and I had 31 soldiers left after winning.
Actually the way to win is to concentrate all arrow fire on General Zugros. This focus fire method effectively easily kills him no matter what amount of HP he has, and he is also confused by being attacked by so many archers. Captn Navar just needs to be away from the thick of the battle and separated from Zugros by player/enemy troops. The huge numbers of enemy troops and the tendency of the players green colored troops to blend into the map causes a psychological impact, but it is easy to hold them back by bunching the infantry together and holding the gaps. Most of the time a large no. of the enemy that is not being attacked just stands around and does nothing. Killing Zugros effectively ends the game, the objective is therefore not to kill all the enemy soldiers but to hold out till Zugros comes and then kill him.

Creativity: 4
This game was certainly very creative. The idea of defending a certain place is not anything new, but having it in a swamp definitely is. The part with the emissary is good, and looks realistic. The outpost with the new kind of flags and sea towers adds to the creativity of the scenario. I liked your idea of having a priest in the cutscene so that you wouldn't lose (rather than the usual method of trapping a unit in an allied transport ship)

Map Design: 5
Map design was excellent, it really gave the feel of a swamp and the use of ruins, broken carts, jungle trees and other kind of eyecandy enhances the view. The outpost with the sea towers is good.

Story/Instructions: 5
A good story and clear instructions, the history and initial instructions tell you what happened. The story is made quite clear by the cutscene.

(Insert Story/Instructions analysis here)

Additional Comments:
Good points:
-original setting
-good map design

Bad points
-some minor lag

[Edited on 02/25/07 @ 11:36 AM]

Dantares IV
File Author
Alas! I worked so long on this game with the high hopes that I could reach a 4.0+ with this game on the first submission. I guess I should have kept trying to make it harder instead of submitting it when I did. "Failed I have."

On with the reviews I have recieved.

Julius999: Why would you want to kill the emmisary so early? That would just mess up the entire game, and maybe make you need to re start the game altogether.

True, the monk cannot do much, but it can help a little.

I thought I cleared all typos. What did I miss?

Yes, I wanted Navar to sound a little evil. Kind to his men, encouraging, but heartless to his enemies.

Ya, I liked those torches as well. I made a utility that had a bunch of them also. Take a look at that.

The special display instructions were by using the same method as Mashek used in his 'The Night of Long Tears'.

Basse: I'm glad that you did need a strategy to win. I didn't want people to be able to 'walk' over the Urk armies.

Yes, the special 'display instructions' arn't too new, but they are not common. I doubt Mashek founded it, but he was the one that taught me how to do it, so I find it only right to give him credit.

Yes, you play the game on normal. But if they go too fast, play the cutscene on slow. Them when the battle starts, back to normal.

I think Creativity deserved more than a three, but I will not argue that.

Sword in the Storm: The part with Captain Navar going behind the flag is a bug that came over the game. He was supposed to go to the command Center. For a while it worked fine and then something broke. I tried to fix it but couldn't be fixed. Sorry.

Everyone: Lag is a problem that I probably cannot fix. I will take away a few crossbowmen for the next update, but I cannot help you any other way on that issue. I am sorry. Since I don't experience lag, how can you expect me to help you? if anyone has an opinion on what to do, please share it.

Sorry for any misspells. I will spellcheck later.

[Edited on 01/28/07 @ 06:36 PM]

Official Reviewer
Hey Dantares,

You have not failed, but maybe you could thank the good people for their reviews. ;-)

Firstly I did not found the display instructions effect, I remember Dave using it in Bouren.

Also, to fix lag you could spawn your units. ;-)

[Edited on 01/28/07 @ 04:43 PM]

Dantares IV
File Author
Good point Mash, I just realized I never put that in the comment I wrote. Thanks for reminding me!

Thanks very much for your reviews Julius999, Lord Basse, and Sword_of_STORM. I appologize for not thanking you sooner, I am without excuse, sorry.
Official Reviewer
Don't worry about the thanks Dantares, you already did in the reviewing thread for one thing.

About the review:

Just to see if you could kill him, it's something I regard as what the review tutorial describes as 'victory in a way unintended by the author' (or words to that effect).

The main typo is that Navar says after killing the emmisary 'sertainly' (should read certainly).

The slightly unusual character of Navar is a good thing, well done on that.

I've looked at your utility and it's not bad at all. I might use some of that stuff some day.

For lag I suggest you replace the ai with immobile units. This will also fix the balance problems you had with units being continually taken away from the fighting. As I said it wasn't an issue for me, but I guess that's what did it for others. Lowering the units' attack wouldn't go amiss for balance either (your units, not the enemies).
Dantares IV
File Author

Wow! I can't believe I missed that error!

If I use immobile units, I will have to add a bunch of task objects. I will also have to time it so that they would advance deeper into the 'Inner defense'. I am not that good with triggers to accomplish such a feat.

Anyone: If someone believes that, with some time working with the game, they could accomplish such a goal with using immobile units and doing all the task objects to the swamp and inner defence at the certain times as Julius999 suggested, let me know and I will send you the game as a senerio and let you do the work needed to do that.
Official Reviewer
Dantares, I also felt that Zugros was way too easy to kill. I had several archers and needless to say he died within seconds. He did not make it within 30 metres of my base.
Dantares IV
File Author
I am working on an update right now.

Lol It is amazing, 5000 hp, and Zugros still dies easily!

Even more amazing, I don't think this game has been out for more than a week, and already 123 people have downloaded the game. That is a record. For me at least. I know crasher had 1000 downloads for his game in about a month, but I am still impressed to myself.
Official Reviewer
Use patrol triggers set to the centre of the swamps, that should work.
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