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Author |
File Description |
Gagylpus |
Posted on 02/14/04 @ 09:39 PM
File Details |
Version: |
AoM: The Titans |
This map, full of cliffs and forests, is somewhat defensive with plenty of chokepoints and strategic positions, but can (as always) be played agressively. Current version is 0.5.
This is my first RMS attempt. Any reviews, comments, suggestions, and all other types of (positive) feedback are appreciated. :D |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Dux_ |
Posted on 02/20/04 @ 09:36 PM
Rating: 4
Pretty good map overall, just a bit of balance needed regarding food & gold pit locations
Additional Comments:
I would like to see more of your RMS :) |
Pascal9872 |
Posted on 03/17/04 @ 11:20 PM
Composite 3.3
Theme: 4.0
The map lives up to its name with lots of large passable cliffs and hills. The idea is a little different than those used in other maps and is executed fairly well. The Marsh forest didn't seem to fit a mountain theme as the marsh forest is more of a swamp forest.
Visual Appeal: 3.0
The base terrain is there and some minor blending was used for the terrains. The forest are kind of blocky and all about the same shape. This can be fixed by using more than one blobs for your forest. This map also lacked any real eye candy. Some rocks and other embellishment objects would help to fill out the map.
Playability: 3.0
Once the scripting errors are fixed, of which there were a few, the map becomes quite playable. The food can be a little limited which will force you to start farming early on. Gold is at a moderate level.
I did notice the ai had some issues with farming when the granary was placed at the base of a cliff, they tried to build farms on the cliff and had to walk miles to the drop site. Not sure what could be done to fix this, just one of those things that is there.
I would have rated the map a little higher in playability if it was not for the scripting bugs.
A lot of your cliffs, forest and patches never placed completely, not enough room, (they still visually place on the map but not all the tiles for the area placed) and hence caused the debugger to fire. When building areas it is always a good idea to set area warn failure for the area to false after you are done debugging the map.
The other 2 errors involved your settlements and fair locs.
// Far objects.
int Settlement=rmAddFairLoc("Settlement", true, false, 60, 120, 70, 60);
rmAddObjectDefConstraint(Settlement, AvoidImpassable);
rmAddObjectDefConstraint(Settlement, AvoidAll);
int Settlement=rmAddFairLoc("Settlement", false, true, 50, 120, 70, 30);
rmAddObjectDefConstraint(Settlement, AvoidImpassable);
rmAddObjectDefConstraint(Settlement, AvoidAll);
None of your constraints are applied to the settlements but instead are applied to your first and second objects (starting TC and towers). You see fairlocs use different indexes from other objects and thus the first settlement is index 0 and the second is index 1. You need to use rmAddFairLocConstraint instead. No suprise you made this mistake since the guide ES released incorrectly informs you on how to add constraints to fair locs.
Additional Comments: Overall the map was pretty good. I would recommend scripting your maps in AOM first and then adding objects from the X-Pac after it is mostly finished, this way you can still use the debugger.
For info on debugging an rms please see my guide: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=19,18463,60,10 |
pinky1273538 |
Posted on 03/21/04 @ 06:31 PM
Rating: 1
(Insert Rating analysis here)
Additional Comments:
It sucked |
HGDL v0.8.2 |
Statistics |
Downloads: | 2,600 |
Favorites: [] | 0 |
Size: | 3.19 KB |
Added: | 02/14/04 |
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