4 Maps all made by me with 1 objective: Destroying Melagius,General of the Trojan Army.But untill there,Kastor needs to return from Egypt who helped his allies,the Danem City.For Arkantos it's a easier road but he founds a Trojan operation... (My Story)
||AoM: The Titans
Read the "ReadMe" for more info,how to contact me and how to install the maps.Thank you so much for downloading.
It has all:
And the difficult...I would give at all of them,Titan Difficuty.
Thank you again and have fun!
|Author||Reviews ( All | Comments Only | Reviews Only )|
Im assuming this is your first scenario(s), so I wont judge to harshly. But first off the first two scenarios are impossible to finish and TERRIBLE trigger work. Majority of your triggers are inactive and have no affect, meaning no story progress. I did not bother to complete the last two, just because of terrible experience with the first two. There was also a huge flaw in the first two where you start with '0' wood!
And in both of those you play as egyptian, then greek. Meaning what you ask?
You cant ever acquire wood to make any building, and the starting force is always far to small to finish the game.
You have to remember that villagers arent always like atlanteans and can store resources on their portable donkeys.
I put this as a three, just because you have a good idea on it. Ive always loved stories where they alternate character roles, not much more to say here, but you do realllly need to work on your triggers. And learn cinematics.
Probably your strong point, As it has potential, but you gotta get better before its full potential can be realized, keep up the work and keep thinking of new and unique thign syou could do, so your game isnt the generic AOM strategy. Like before, not much more to say, work on your triggers, etc.
Map Design: 2
Eye candy was pretty poor in these scenarios, I also inspected all of them in the editor to get a full view of your maps to rate them appropriately. Altogether theres nothing interesting to look at. Generic trees of the same type everywhere, usually two ground textures such as a road, then grass or desert. In a game this old, people want to see something far greater than the actual creators made the game. This means skilled eyecandy, suspend the players belief that their still playing a entirely new game, rather than a generic AOM map with a fence here and there.
This was deffinitly your weak point. Dont get me wrong, your story has potential, but the instructions and how you presented the story NEEDs to be improved dramatically. First off every scenario lacked any cinematics, and the start of (atleast the first 3) involved you talking with a random villager, every time it got boring talking to villagers. And quite frankly this is where your triggers failed. As only half the time would a 'talk' with a villager start. Im not sure what triggers you used, but more than likely the quest wouldnt continue if you had to 'talk' with somebody. With this error, I'd suggest telling people HOW to talk to a villager of NPC (as your instructions lacked any information regarding this) and would suggest you use triggers with conditions such as 'unit selected' and get the player to select the villager to initiate a conversation. The way the story is presented in general I think needs a complete overhaul and a little more of your time playing with triggers and maybe playtesting your maps.
Also their was some pretty poor mispellings and wrong word usage in your objectives, which screams mediocre if not fixed.
*Great Story Potential
*Creative Story Idea
*Most scenarios all have game breaking flaws, meaning they cannnot be finished majority of the time.
*Needs alot of eyecandy work
*Needs more advanced triggers, or simply jsut triggers that work.
Keep up the work and dont quit, But please learn cinematics well, triggers, and eye candy map design. Good Luck with all future projects!