|
Author |
File Description |
Crasher DGDN |
Posted on 07/16/02 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Mix |
Number of scenarios: |
3 |
Description:
The New World is a campaign about Christopher Columbus and his great contribution to history.
Since this is my first masterpiece, and my first submission to the blacksmith, and the first DGDN project in a while ;) ... I am at a loss of words right now as to what I should say about this. I guess I will just describe the elements of the game and the different things that are in "The New World".
"The New World" is a "mix" which means that it has elements of Role Playing, Fixed Force, and Build & Destroy. Here are some of the aspects of gameplay:
- Very realistic map design
- Two different AI's
- A few "items" for our hero
- A small volcano
- A short period of food consumption
- A trading system
- The ability to change your mind concerning character interaction, on a few occasions
- Quite a few very rewarding and helpful "Side Quests"
- A soundtrack
Thank you, and we hope you enjoy playing it!
crasher -DGDN- |
Author | Reviews ( All | Comments Only | Reviews Only ) |
---|
Scorcher |
Posted on 07/21/02 @ 12:00 AM
Playability:
This was a 3 part campaign.I played them all on hard.The first 2 parts were easy,but to my surprise,the third part was intense.I didn't encounter any bugs or lag.
Balance:
This was a role playing campaign with limited build and destroy.The first part was role playing and straight forward.The second part was basically destroy and was way off balance in your favor,which took away from the campaign.The third part was limited build and destroy,with a good balance and great game play.
Creativity:
This was a very creative campaign,with plenty of good triggers.The maps were equally creative in their design and layout.
Map Design:
There were three beautiful maps.All had a good use of elevation,terrain and was loaded with eye candy.
Story/Instructions:
The campaign had a good story,with plenty of easy to follow instructions and hints.
In closing i would recommend downloading this campaign.I loved the final part. |
Tanneur99
Official Reviewer |
Posted on 11/24/02 @ 12:00 AM
The New World consists of three scenarios; it is a mix, a RPG, a FF and a B&D. Isabella of Spain agreed to finance Christopher Columbus’ journey to find a way to Asia going west. It is Friday 3rd of August 1492 and you are about to leave, exploring Palos for weapons, armours and food supplies.
PLAYABILITY: I really had a good time playing this campaign. I like all game styles and the variety of the scenarios add to the pleasure and great experience this campaign will give you. Manifest Destiny is an enjoyable RPG, a puzzle, with humour, some thinking and hidden dangers. Reconquista is a fantastic B&D, well balanced, great fun and very creative. Unfortunately Imperialism dragged the whole campaign down. I attacked the defenceless natives with a large amount of war ships, which was repetitive and got quite boring after some islands and there were many. After the buildings and units in reach were either destroyed or killed, the army landed to finish the job in the jungle, which raised the standard, a bit late though. To my surprise none of the three tribes gave in. It was probably an annoying coincidence that a lot of walking and searching was involved, as the first tribe was defeated by killing an Eagle Warrior all the way up north, the second by bombarding a monkey on an island in the centre and the third by shooting another furious monkey in the south. I did not encounter any bugs, all triggers work fine. 4
BALANCE: The scenarios were played on hard and the experience was mixed. Imperialism a FF was unbalanced; the only serious attack against my canon gallons was one good combination of siege weapons and monks. With the third scenario the author made you forget the above, the scenario is perfectly balanced. The enemy does not spare you and it is challenging without intermission. In Manifest Destiny, a RPG style puzzle, you do not expect warfare and even though there were no enemies in Palos, I managed to die twice and exploring the New World added some challenge. 4
CREATIVITY: If you know Spain and Central America you will agree that the choice of the music file was excellent and fitted the campaign perfectly. The map design was very creative, not only for its beauty but also for the game play and the aspects it added to the balance in the third scenario. You have the choice to attack using secret paths or by the main bridge. Many good triggers, the bridge repair was fantastic and I am sure to see that trick more often in the future. 5-
MAP DESIGN: The maps are absolutely top and have everything to score high, terrain mix, elevations and a lot of Gaia, which suits jungle maps very well, without loosing its realism. Not only the landscape, but also the town of Palos and in Santo Domingo show great design. A lot of effort went into the detailed maps, they are great to look at and it is a pleasure to play them. 5+
STORY/INSTRUCTIONS: Clear objectives and many hints, which you should use when you are stuck. Every scenario’s introduction screen starts with an appealing picture of the game. The campaign has a good, in game developing, historical story. From the departure of Christopher Columbus, the conquering of the Caribbean Islands to Francisco de Bobadillo, who was sent by the Spanish crown to restore order in the colony of Santo Domingo and imprisoned Christopher Columbus in 1499, as well as his brother and son. Christopher Columbus was sent back to Spain in chains, where Isabella freed him in 1503. 5
OVERALL: A strong campaign with a weaker middle part.
OBSERVATIONS: The first two scenarios use the same map and I can see nothing wrong with that. It is part of the story, as you explore the New World in the first and use this information to conquer in the second. The blacksmith is full of single scenario campaigns with just one map and the highest rating.
SUGGESTIONS: The end of the first scenario could use a final objective like establishing a small base on one of the islands. The second should have canon galleons disabled for player 1 and set a trigger where victory is achieved when the tribes have less than maybe five units left.
IN CLOSING: I recommend this entertaining and challenging campaign to download and thanks go to Crasher for uploading “The New World” at the blacksmith. |
rakovsky |
Posted on 07/31/22 @ 09:42 PM
Playability: 4
The Playability was smooth, except that in the first mission, when I got to about 1 hour 16 minutes on my first playthrough, the mission always crashed. I reloaded the game earlier enough that I was able to beat it at about 1 hour 15 minutes into the mission, so that I beat it before it crashed.
In MISSION 2, at 1 hour 1 minute, I had killed all the enemy buildings, but some units remained. Since they were just units though, they don't stay revealed on my map, which makes this stage of the game a kind of tedious "Where's Waldo" on a big map, especially because the remaining enemy soldiers are typically semi-camoflauged monkeys. So I saved my game, used the Marco Polo cheat, then reloaded the game, and killed the monkeys.
-----------------------------------------
Balance: 5
The balance was pretty good. I actually didn't find the difficulty too hard on the 3rd mission even though the Designer thought it was hard. But I used the Pause button a lot.
I beat the first two missions on Hard, and the third one on Moderate.
Playing MISSION 3 on MODERATE, I built my bridge before building up defenses, like the instructions said. At 10 minutes in, the enemy started sending soldiers across that built-up bridge, like conquistadors and pikemen.
I put a castle, bombard tower, and gate at the chokepoint. There is a narrow valley with two torchlit cliff areas on either side, and I put the gate in that little valley, with the bombard tower next to the gate and a castle on the southeast torch area. Then I put another castle on the northern torch area.
The game designer said that he had trouble beating it on Moderate. So far, it's been easy for me though, maybe because I put the two castles up with a gate and bombard tower up fairly quickly- about 15 mintues in. I also have a trebuchet near the castle, who attacks the enemy rams.
---------------------------------------
Creativity: 5
This was the best part. The maps had so many details and fun turns of events that it excelled.
The "New World" soundtrack is nice if you put it in your scenario-sound folder. Since the campaign's soundtrack is only about 2 mintues long, it gets a little repetitive. The Spanish soundtrack in the Steam Workshop for AOE2 HD is nice too, and a lot longer.
-----------------------------------------
Map Design: 4
The Map Design was really good because of how pretty the map looked. There were some minor issues, and the Review rating system doesn't let you give 4.5.
In MISSION 1, when I walk to the small island with the horseman, across the bridge, the horseman gives me my ships and crew, and it wipes out my earlier incomplete tasks from the Objectives menu, like finding horses for the stable.
When I click on the market, it sells lots of my food, like 250 food, at once, even though the instructions say that it is supposed to sell it in increments of just 50 gold. So I end up with 640 gold and only 90 food, even though I need an estimated 200 food for the journey. I don't know if this is a glitch because I am playing AOE2 HD. Probably one tactic is to wait until I am done selling my food before going to the fisherman in the north side of Spain who gives me 200 food.
In MISSION 2, there is a little glitch or exploit, where if you go back into the queen's castle after she gives you supplies, then she has the same conversation with you and gives you the same number of supplies again.
Then if you use the Santa Maria to transport units to the Caribbean and bring the Santa Maria back, you get a new Objective that says to send Columbus to the Queen's castle again. It seems that what happens is that the mission begins with a task of sending the Santa Maria east to Spain, where you are told to report your discovery of the new world to the Queen. So if later in the mission you send the same ship to the Caribbean and back again, then you get the task of reporting your discovery of the New World to the Queen again.
Also in Mission #2, the enemy Green and Purple villagers stand around instead of working. I'm not sure if that's deliberate.
In MISSION 3, the bridge-building feature is really cool. I don't know how the Designer did it.
----------------------------------------
Story/Instructions: 4
There could have been more story, like a description of the main character in the last mission. There really was not lots of story, and it could be improved in this area. But the plot developed throughout the missions, so the storyline in essence was still good.
In the mission, you fight and deal with the Mayans and Aztecs. Historically, Columbus had conflicts with Caribbean natives, and one theory is that those natives included Mayans during his fourth voyage of exploration. But the Aztecs were farther northwest than Columbus explored.
--------------------------------------
Additional Comments:
HINTS:
MISSION 1:
You get 200 food from the fisherman by the shore nets. The forges person can sell armor for about 300 gold.
One assignment is that "Henry needs a tunic." You can get it by going into the tower in the east corner of the map. I got 3 items: a lance, spear, and armor.
You get an assignment to visit all 3 Native Town Centers and explore the map, fighting any enemies. If you go to the aqua Mayan base, they warn you about the purple Mayan civilization, and the latter then changes stance to you to enemy.
MISSION 3:
Along the Northwest edge of the map there is a spot near the sea that looks like you can walk a soldier to it. It has at least two Aqua Aztec/Mayan temple-like buildings. However, the cliffs along the path to get to it are so close to each other, that your infantry unit can't actually get to that spot. However, you can chop your way to it with a lumber yard. When you chop through and click on the priests whom you find there, they tell you that you are free to mine their gold, but that you won't be welcome in the city. It sounds like maybe if you mine their gold that you can no longer enter the Aqua Player's city on the west end any more.
Send an officer directly north to recruit the workers. Send the 3 workers to the northeast where you find a bridge and use them to repair it.
Send another officer to scout the ocean near the south corner of the map for a supply boat.
Send a third officer to the aqua base in the west corner along the northwest trail route, and you get the aqua allies to ally with you. I clicked on the jaguar warrior in the west corner to get his message about allying. There is a temple on the northwest side of the aqua base with a torch and flag next to it. Moving the officer there seemed to trigger an announcement that I have two Aztec bridges to repair in return for Aztec supplies. One of the bridges is clearly marked in the south corner, which may be because I already have 3 villagers near it, gathering food. Alternately, I guess having three villagers on the south side of the southern broken bridge could have triggered the green Aztec offer. Later, 25 minutes in, I got an announcement requesting that I send an officer to the western edge, which may have been triggered by my visiting the aqua base. Don't confuse your 2 officers with the Elite Conquistador that you get when you explore north of your main base.
When I build the two broken bridges, I get 186 gold delievered to me repeatedly over time, and I get a message that if I send my marksmen up the trail, then the natives will sharpen my arrows. This refers to the trail north of the more northeastern bridge. |
HGDL v0.8.2 |
Rating |
---|
4.5 | Breakdown |
---|
Playability | 4.0 | Balance | 4.3 | Creativity | 4.7 | Map Design | 4.7 | Story/Instructions | 4.7 |
Statistics |
Downloads: | 10,661 |
Favorites: [] | 1 |
Size: | 2.46 MB |
Added: | 07/16/02 |
|