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Realistic map of "The Norselands" v1.2
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Author |
File Description |
Villi |
Posted on 02/21/04 @ 09:53 AM (updated 02/29/04)
File Details |
# of Players: |
6 |
Version: |
AoM: The Titans |
A Realistic map of "The Norselands"
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Contains:
Norway, Sweden, Denmark, Finland, Iceland, Svalbard (belongs to Norway), and North-Vest of
Russia
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With:
Possebilety to choose game type
Day-Night cycle
Random Setllements
Random Relic's
Random Snow Intensety
Real City Names
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Game types you can choose:
Supremacy:
Start the game with Supremacy Reasorces
Supremacy 10x:
Start the game with 10xSupremacy Reasorces
Deathmach:
Start the game with Deathmach Reasorces
Deathmach 10x:
Start the game with 10x Deathmach Reasorces
Infinite:
Start the game with Infinite Reasorces
Reciside Supremacy:
Start the game with Supremacy Reasorces.
If your Leader killed you out of the game
Reciside Deathmach:
Start the game with Deathmach Reasorces.
If your Leader killed you out of the game
Reciside Infinite:
Start the game with Infinite Reasorces.
If your Leader killed you out of the game
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Updates in version 1.1:
Zeus plyers can no longer bolt leaders
A small background story (No big deal)
A secret
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Updates in version 1.2:
Quest var-triggers fixed
You now get reasorces to build a TC
Wall with 30000 hp around choosing units
(to seperate them from the game)
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P.S. Please give me a rewiew |
Pages: « First « 1 [2] 3 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Villi
File Author |
Posted on 02/27/04 @ 01:25 PM
Then i can fixs those bugs to:
-Player 1 has 1 more atlantean villager than all other players.
-If you play Zeus you can bolt the leaders in resciside
Strange you didn't see them :-) |
EaZy (id: EazY_Ben) |
Posted on 02/27/04 @ 06:01 PM
:P will you be making a 1.1 though? :D
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Villi
File Author |
Posted on 02/28/04 @ 05:45 AM
Yes i'm doing t now |
Villi
File Author |
Posted on 02/28/04 @ 05:41 PM
Ben: Can you please update your rewiew? |
Auron_ (id: auron 2) |
Posted on 02/28/04 @ 08:35 PM
Updated Review:
Playability:
The scenario lags on space. it is really hard to play when most of the settlements are kind of too close to each other. maybe decreasing the amount of trees, and other objects, would make it more playable. also, increase the map size. the map size that scenario is set, is not really meant for 6 people. is too small.
here is a problem, before player 1(hoster) chooses the game, all of the players dont have enough resources to build first towncenter. so if the host decides to kill all the units that allows different game style, then the game cannot be played since you will be granted enough resources ONLY when you choose a type of game.
Balance:
I think the scenario has no problems with players having more advantages than others. although players start almost at the same spot, everyone has a chance of migrating and build a towncenter.
Was the map supposed to be entrely reveal when the game starts? as soon as the game starts, the entire scenario is revealed, which made it easier for every player to find a townceter, making it kind of like no challenge of seeking a towncenter. after all, is nomatic style, and it shouldnt be reveal, unless is like a deathmatch type of game, then it should be reveal, but with the effect Reveal Map.
Creativity:
The idea of having randomized settlements, relics, day/night cycle, different renders snow, and different game plays was very good.
on the triggers that randomizes stuff, mostly have an extra value, like the one of the triggers quest var randomize that makes render snow, it has 3 values, when there are 2. so when you add the extra value, it will fire, but nothing will happen since there is no value 3 trigger. i dont know if you noticed this, just want to let you know.
Still problem with day/night cycle. the lightings are kind of unorganized. it should be on this order:
dusk, "night", dawn, day,
Start Cinematic Group: is not used, so why not erase it?
the trigger unit work doesnt work online, when playing with other people. i used this same effect on another muliplayer scenario i made, and it didnt work, and i have no idea why. i'm not sure yet if this trigger works 100% when playing online.
Map Design:
The map design still needs more details. adding plants, and eyecandy should do it. and maybe more flat parts. most of the land is just curved up. also, it needs kind of more gaia units variation. there is also an enemy longhouse, but is just there. try putting plants, rugs, pots, tents, market stalls, around it. make it more colorful.
maybe more effects like rain, blowing leaves, would make the scenario cooler. there are no effects at all eccept for the render snow, or the smoke from the ruins.
Story/Instructions:
The story was kind of cool. maybe going more in depth. but the objectives were helpful for player one to choose the type of game. maybe you can also add some hints on each type of game, and more information on the scenario besides how to choose a game style.[Edited on 10/07/04 @ 04:49 PM]
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Villi
File Author |
Posted on 02/29/04 @ 04:33 AM
The cinematic group was scraped becouse the cinematic mode dont work online. You get an error when launching. I tested it online and scraped the cinematic. |
Villi
File Author |
Posted on 02/29/04 @ 06:36 AM
Edited to v1.2.
Hope quest var's work now.
BtW: Auron2 and ben: Can you update your rewiews? |
Villi
File Author |
Posted on 02/29/04 @ 02:04 PM
Well, you don't HAVE to play 6 players. Thats only the MAXIMUM amount of players. |
Auron_ (id: auron 2) |
Posted on 02/29/04 @ 03:46 PM
but the scenario is meant for 6 players. |
EaZy (id: EazY_Ben) |
Posted on 07/02/04 @ 05:48 PM
That review is a stody peice of crap. This scenarios deserves more than a 1, you are obviously a jealous idiot that knows nothing.
You name shall go on my list..... |
Pages: « First « 1 [2] 3 » Last » |
HGDL v0.8.2 |
Rating |
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3.6 | Breakdown |
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Playability | 3.5 | Balance | 3.5 | Creativity | 4.0 | Map Design | 3.0 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 877 |
Favorites: [] | 0 |
Size: | 343.05 KB |
Added: | 02/21/04 |
Updated: | 02/29/04 |
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