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Downloads Home » Single Player Scenarios » MGC08 - The Path to Destruction

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MGC08 - The Path to Destruction

Author File Description
File Details
Version: The Conquerors 1.0c
Style: Fixed Force
My Entry to the Minigame Competition 2008.


The night enveloped Commander William, it filled his room, until it affected his very thoughts and mind. He and his men were the only thing standing between King Herak, and William's home country. His previous commander, Atikil was killed that day by a stray arrow. Soon the enemy would attack again, but this time, it's up to you to decide whether they win... or die.


Features classic defend the spot gameplay with enemies coming in waves.

For any bug reports, please comment here or e-mail me at (2 rs intentional)

UPDATE: I decided to remove the heavy support, because it was more trouble than it was worth.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Guthan Hey,

I liked this scenario. It has a good story behind it, but imo It's kinda easy, even on hard.

But 1 question, how are we supposed to win?

After you beat wave 3, you see that Sergeant Kerin turned to the enemy, the wall to the north-east is broken and some enemy soldiers stands around him. Then a small conversation follows, and then I get the message

You have been defeated!

Is this a bug or what?

File Author
Bugs Fixed, and more improvements should be forthcoming. I'm thinking of adding heavy support for all waves on moderate and hard.

[Edited on 07/30/08 @ 12:27 PM]

Official Reviewer
Map Design5.0
Playability: 3
Fun, quick, simple and addictive :P
However the extreme difficulty spoiled the fun drastically.

Balance: 2
I played it on standard, with varying tactics, and I was utterly slaughtered every time by the third wave.
After update: Even worse, the teutonic knights steamroll everything. The faster spawns mask them and mean the 25 unit cap comes around much faster. Perhaps it should be done away with altogether. this was on standard difficulty.

Creativity: 3
Nice idea with the drill sergeant giving units.
Morale - loss was an inventive touch.
Not very much to say as its a small map with little to do.

Map Design: 5
Taking size into account, it was a good map.
However the map design was clearly to choke the waves as they formed, while producing recruits at the barracks. Both failed abysmally as the "gate" was too wide and the barracks spawn too slow.
After Update: Smoke effect is good, raises the score to 5.

Story/Instructions: 5
The map's strongest point, clear instructions and mildly interesting story, combined with music which made me interested in the (reasonably) long dialogue at the beginning.

Additional Comments:
For the first four minutes, I loved this. However, that third wave is impossible.
Please take a few minutes and correct this, simply to save an excellent game.

[Edited on 07/05/09 @ 11:25 AM]

File Author
Thanks for the review, Popeychops.

EDIT: Ok, fixed hopefully.

Update your review, please.

[Edited on 04/17/09 @ 09:37 AM]

Official Reviewer
review updated as per request. sorry I took 3 months getting round to it. :%
File Author
The balance is worse?

That seems fairly unlikely, given that the bug on the previous version caused Paladins, Hand Cannoneers, and Bombards, (Or something of that sort) to spawn in large quantities.

I also don't believe I changed the spawn time very much, only by about two or three seconds. I could be wrong though, and I can't check right now because I haven't installed AoK on this computer yet.

When I find my AoK discs though, I'll try playing through it again, and see if I can fix it.

EDIT: Wow, ok, I have no idea why I was so arrogant here. Your review is actually quite enormously generous given that you couldn't finish the scenario.

Honestly, this thing probably doesn't deserve to score that high.

[Edited on 11/18/11 @ 01:52 PM]

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Map Design5.0
Favorites: [Who?]0
Size:5.38 MB