It's not exactly a gripping scenario, and there are some minor flaws in there:
The Purple Knight reacts to Ajax only, his 'none shall pass!' doesn't seem to apply to hoplites. Besides, it's much to weak for its size.
When Ajax approaches the Titan and asks for help, nothing happens. This screams 'bug!', because it's not obvious what the player has to do to get the Titan converted. (I got stuck there and had to consult the triggers.)
Too easy! The player has enough troops to fight his way to the first Titan without any danger of losing, and from then on it's a piece of cake anyway.
Well there's the Purple Knight - but apart from that I didn't find anything I'd think of as especially creative here. No background story, a boring map and a simple 'go to points A and B' objective.
Map Design: 3
The map doesn't look bad, just completely uninteresting. Boring. Large parts are just flat and empty, it looks as if you had started to design it and then lost interest before you got to add the finishing touches. You should spend some more time on it, make it live.
There are some pretty basic instructions at the start, but there is no background story. We see a Titan in the city and Ajax at the gates, but we have no idea how it came to that.
One thing I disliked was the fact that even if the player 'wins' the city lies in ruins in the end. I mean, the idea is to save the city, right? Perhaps you should twist the scenario in a way that Ajax has to summon the friendly Titans in time to defend the city.
Oh, and what was the camera track for, right at the start? If you just wanted to centre the screen on Ajax and his troops a Camera Start object would have been more appropriate.
Student of War
Posted on 01/04/04 @ 04:45 AM
Definately playable. Simple concept with no suprises but I had no trouble getting the titans on my side.
Two vs one titans wasnt much of a fight. And the obstacles were on the verge of anoying but nothing to break a sweat over.
Not much effort or thought put into this one. It has cranked out in 2 days written all over it.
Map Design: 3
I will guess that you put 90% of your effort into the scenery. Use of terrain to give a tactical advantage was a good idea. Kept me from running past the enemy and gave the friendly titans something to distract them.
Even though the story was typical, there was no doubt as to the objective.
Maybe you should test and time your scenarios so the prospective player has an idea how long or short the game is. Some people like short games but in my opinion this one was the shortest.