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Flag Assault

Download File Post Review Post Comment
(Updated on 11/15/07)
Author File Description
MeGaIdIoT
File Details
Version: The Conquerors
Style: Other
Number of players: 8


Flag Assault








Flag Assault is an 8 player XvX scenario. Each player will get one respawning unit (which they choose), and they must use it to capture the enemy flag X (X = 3, 5, or 10) times.





At the beginning of the game, player one chooses the length of the game, and rather it will be a cavalry or infantry game:







Infantry Units

UnitAttackHit PointsRangeSpeed (Tiles per second)
Archer181850.96
Hand Cannoneer17170.96
Woad Raider234001.32






Cavalry Units

UnitAttackHit PointsRangeSpeed (Tiles per second)
Mameluke172531.54
Conquistador22161.43
Cataphract293501.485








Presented by Tsunami Studios

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
coolscott3 how do u take a large screen shot like that?
Tanneur99
Official Reviewer
For a 'Full Map Print', press Ctrl+F12, a box will appear where you can select the Reduction, meaning a ratio to the real map. 1:3 will print the largest map, which is one third of the real map size. The higher the ratio, the smaller the map, 1:8 is the smallest. You find your Map-shots in Default/Microsoft Games/Age of Empires II/Screenshots. In case this folder does not exist or you do not find your map-shots, go to Default/Microsoft Games and select search for 'Files and Folders', insert 'MAP' and click Search.
coolscott3 thank you :D
icearrowpk :) very well done map i like it very much, its alot better than those ctf maps before
TIEdup14
Rating
4.0
Breakdown
Playability4.0
Balance5.0
Creativity4.0
Map Design3.0
Story/Instructions4.0
I had a chance to play Flag Assault during AOKH's Multiplayer Custom Scenario Night. I have to say, the idea for this kind of scenario greatly impressed me! Up to this point, I had never even thought about incorporating capture-the-flag type gameplay into AOC. However, Impeached seems to be not only a man of ideas, but a man of action as well, and the end result speaks for itself.

===================
Playability: 4
This map is undoubtedly the cure for the "CastleBlood Blues" that so many of us online players seem to encounter these days. The refreshing novelty of this map creates a new way to enjoy this game. In this map, your objective is to capture the enemy's flag and return it to your own flag. Sounds simple, right? Wrong! With an enemy team trying to do the same thing, and a forest-maze to maneuver through, there's always a surprise lurking around every corner. Simply put-- it is fun!

The great aspect about this game is that, unlike most multiplayer modes (even RM sometimes!!!), teamwork is a REQUIREMENT to win!

There are a few problems though. For example, if you have a player who is unfamiliar with how Capture the Flag works, or even just extremely new to the AOE franchise, the game becomes a bit lopsided. Lag can also affect the gameplay in a similar fashion.

This map also lacks extreme replayability. Eventually, the players will learn the map, taking away some of the surprise that makes this gameplay so much fun.

Balance: 5
I chose to leave the aforementioned problems with player skill/lag out of this category, as they are not within the realm of the map-maker's control.

The balance in this game is perfect. In fact, the map is basically a mirror image of itself, providing textbook balance, though not in a particularly creative way.

Creativity: 4
As mentioned, the map is basically a mirror image. This map could also be improved upon by the addition of more pathways to travel. The way it is currently set up, the extreme north and south routes are rarely used, as they take 50% more time to travel across. There should also be more openings in each path, which would provide more flexibility between them (so you're not stuck going ALLLL the way through if you pick one).

Aside from the creative gameplay type, this map also utilizes a few triggers, but in this instance less is definitely more. You can step on rugs strategically sprinkled throughout the map, temporarily creating an outpost to gain a wider view of your surrounding area. A great feature that shows creativity and an understanding of the playing community's needs.

Map Design: 3
Although this map quite plain, it is not meant to be full of eye candy. That could increase the lag, which goes directly against the goal of this map. The demerit in this category comes from a lack of routes to travel through that make sense. When we played this, 9 times out of 10 the "straight line" route was the best way to go.

There is also a bug where a player will not respawn if an ally is in the respawning zone.

Story/Instructions: 4

I'm deducting a point here because of the sounds included. The map utilizes Halo Capture the flag sounds which can get pretty irritating after being heard over and over again. In my opinion a more simple chime, or a non-spoken sound indication would be a better idea.

The status instruction displays (such as score) occasionally do not display correctly.


===================

Additional Comments:
I cant stress enough that I definitely enjoyed playing this map! If you find yourself in the mood for a change of pace, and crave a bit of childhood nostalgia, give capture the flag a try! This map would be perfect for a group of friends who like the game but are on different skill levels. The simplicity of this game places everyone on (more or less) of an even field. This would also be a great LAN Party map.

Whatever your situation, if you are in the mood for pure fun, download and play "Flag Assault!"


Note: This is my first review (unofficial). In my scoring I often found myself torn between two scores, so I tried to err on the side of the designer.

[Edited on 10/29/08 @ 06:46 PM]

MeGaIdIoT
File Author
Thanks for the review, TIE.

"As mentioned, the map is basically a mirror image. This map could also be improved upon by the addition of more pathways to travel. The way it is currently set up, the extreme north and south routes are rarely used, as they take 50% more time to travel across. There should also be more openings in each path, which would provide more flexibility between them (so you're not stuck going ALLLL the way through if you pick one)."
It would actually be worse (harder to capture someone) if there were splits in the north and south paths.
Also, the north and south paths ARE used, and used often. While longer, they present a 'sneaky' way to detour the much-used middle path.

The straight line route, again, is not the best way to go. More often than not, there is already an enemy on their way through the straight line route or on the other side, so going that way is a guaranteed method to get intercepted.

"The status instruction displays (such as score) occasionally do not display correctly."
This is just completely false. The supposed score bug was because you never went on the flag tile, only beside it, for almost a whole minute. Try to bug up the score system, it will be impossible. It is very straightforward, check the triggers yourself.



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Rating
4.0
Breakdown
Playability4.0
Balance5.0
Creativity4.0
Map Design3.0
Story/Instructions4.0
Statistics
Downloads:467
Favorites: [Who?]0
Size:251.00 KB
Added:11/08/07
Updated:11/15/07