The Defence at Pelian gives you control of the great Greek King of Messenia as he attempts to save his main village of economic income from raiders of the north. Fight against a whole variety of hosts and begin to learn the mystery of the north.
||AoM: The Titans
This scenario was originally designed as part of a campaign, and a sequel may well follow it, you may begin to pick up on many of the major clues from within the campaign, such as the barbarians mysterious allies who send birds in to help, as well as uncovering the motive as to why the norse intend to invade Messenia and eventually all of Greece.
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Playability was excellent. I honestly had fun playing this- the defence was quite challenging and I was glad to see that you didn't bring hordes of enemies on us- no lag to reduce playability.
I gave you a 4 on this because of the very confusing village you created. You could have flared certain important areas like cities, and you should have towered the passes atleast-it was very difficult to collect recources- I had a hard time just finding the source of gold and my villagers. Then building an army, by the time you get to that a horde of enemies approach you. Luckily I was able to hold them off:).
The scenario wasn't really all that balanced- but, it did provide that little challenge. If you're looking for an easy scenario to sift through, this isn't it. I was playing it on moderate, and it was still too hard. The enemy is just too much- and they attack too fast. You could have given us good starting recources. Maybe its just me, but it was very difficult.
Nothing wrong with creativity. The story was well thought out and quite interesting, as a matter of fact. It would have been better if you had renamed a few characters and I really didn't get why the first guy wanted to kill all the villagers.
The camera tracks, however, were great. I really, really enjoyed the cinematics- you're a genius on doing those. The rotation was smooth and perfect and it added a cinematic feel to the overall experience. Good job!
Map Design: 3
This is where the map suffers. Most of the map was still just plain grass. There was very limited eye candy, though the base (enemy base) had some cool lava pits. The terrain mixing wasn't all that good and you should have used the SMOOTH tool on certain hard spots. You didn't make use of the tons of Embellishment and Natural objects the AoM:TT editor offers.
Still, the map had some good spots and it was well thought out. The village was convincing though confusing.
Very good- the story was original and the instructions were simple to understand- defend the bloody village:).
I didn't really like your use of chat rather than message- though its my own opinion and I don't feel that I should remove points on that.
The scenario needs more variety. A few in-game events besides the non-stop attacks would be more welcome. And a little more organization- I was very confused at the beginning. Maybe a few flares here and there, a camera cut to show you important locations?
The chat appears too fast and you'll have to end up reading it in the chat log, which is tedious and tiring. You should set a timer between each chat at least.
Still, the dialogue was well-done and as I said before, the cinematics were great.
I also noticed that the sheep were penned up and impossible to access unless you destroy the iron fence. Can you fix this in an updated version?
We also need more starting troops or recources.
I would highly reccomend this scenario. It deserves a high rating and maybe even a spotlight- if not for its overall fun.
Good job, Esus!
P.S. Fix the few bugs mentioned above, including the Statue one and use the smooth tool- add some more eye candy, use flowers I haven't seen any on the map- and tell me and I'll update the review.