Posted on 12/24/04 @ 06:39 AM (updated 12/25/04
*** THE LOST LEGION ***//
||AoM: The Titans
"One moment, they stood under the skies of Gaul, facing each other in a strange duel of survival. In the hand of the Roman tribune Marcus Scarus was the spell-scribed sword of a Druid priest. The Celtic chieftain Viridovix held a similar sword, bespelled by a rival Druid sorcerer. Then, as the two swords touched, a dome of golden light flared out and surrounded Marcus, Viridovix, and three cohorts of Caesar's legions. The next moment, they found themselves under a strange night sky where no stars were familiar and where Gaul and Rome were unknown. They were in an outpost of the embattled Empire of Videssos - in a world where magic and dark sorcery would test their skill and courage as no Roman legion had ever been tested before."
Singleplayer scenario for The Titans expansion freely ispired by the Videssos Cicle by Harry Turtledove.
-about fifty minutes of cinematics.
-1000x1000 metres map
1)Extract all file from the zip archive (directory "lost_legion_sounds"+ THE_LOST_LEGION.scx).
2)Place the file .scx in the directory "Scenario".
3)Place the directory "lost_legion_sounds" in the directory "sound" present in the folder where the game is installed.
-in this map there are thousands of objects and sometimes many active triggers at the same time. As a comsequence your pc could take a long time to load the savedgames, to save the map or to open it with the editor.
-your pc could make a mistake while it's saving the game forcing you to restart the map from the beginning. I advise to save often (at least after every cinematic) but not always on the same file, this is important.
-you can freely choose your favourite difficulty level in any case it will be automatically set on "Hard" by some triggers at the beginning of the game.
-don't use cheats, above all the destructive ones (like meteors and tornados), that could destroy an object necessary to continue the game, or the cheats that create new units, that could compromise the running of some following triggers.
-during the game use and move all your units in group and don't forget anybody back.
-read carefully the objectives and the hints in the objectives section.
-this scenario has been made and tested with no patch installed.
-to not compromise the correct working of the game when you have a trasport ship or a Roc don't forget any units inside them.
-this scenario could really try sorely the performances of your pc so don't play this map at one go but in more "sessions".
-near the end of the scenario during the cinematics some momentary blocks could happen. Please wait a little before coming back to windows or resetting.
For who has red the entire Cicle of the Legion: this is just a bad and unfaithful copy of Turtledove's books, many events and charcters are invented and others aren't equal to the real ones. I made the scenario in this way to adapt the features of AoM to the story told in the cicle and to make my life easier.
If you find errors or if you have some suggestions post a comment or contact me at firstname.lastname@example.org .
Scenario created by Oscar Baldessari.
A special thanks to Ganesh (for playtesting and for trigger help), Teo3 (for platesting and for story/plot help), CheeZy (for help in file size reduction), OttyGiummy (for English traslation) and to the other people of AOM heaven and Age of Empire Italia that have contributed to the realization of this project.
|Author||Reviews ( All | Comments Only | Reviews Only )|
Well Oscar, you've finally achieved the ultimate scenario, by stretching the editor to its limits and with a great story and near-perfect balance. I was in constant amazement all the way through the scenario as I saw one beautiful building after another. Like I said, this is definately the best of Oscar's works. There are a few points that detract from the rating, but that doen't stop "The Lost Legion" from being the best scenario on AoMH.
With regard to playability, this scenario was definately the funnest I have ever played through. This is the very definition of a good fixed-force scenario. Most missions were varied enough to provide entertainment throughout. I particularly enjoyed the stealth missions, the best I have ever seen in a scenario. All of the twists and catches in the missions were enjoyable--i.e. your units must be in a certain place to stop the allies from being slaughtered, or distract the main part of an army so your legion can enter and attack their vanguard. The triggerwork needed for these unique missions is pure genius.
Another great feature about this was the style of the missions. Generally you start off in the main city, then sail to whatever point you are going to, complete the mission, and the story progresses accordingly. This presented an added realism, in my opinion, and stopped it from being a simple "arcade style" scenario. The battles are superbly done as well.
However, I have to take a point off of Playability because of the huge map size, and the resultant lag. 1000x1000 makes for a very involved story and long playing time, but it also lags like hell. I am sure this problem would have been fixed, had this been a campaign. For one, you simply cannot play this on High Graphics. On Low Graphics, though, it still lags in many places, especially the battles and crowded cities. Also, much has been compromised because of the huge map, and therefore, file size. You will not see many small, ordinary objects because Oscar had to get rid of them to reduce lag. Again, a smaller map size would have stopped this. Another problem I had with this scenario was the final battle. In a word, there was none. I mean, there was a cinematic final battle, but the last playable mission consisted of defending a camp for perhaps 15 seconds, it wasn't even that hard, either. I know that playabiliy was sacrificed to make an amazing cinematic battle (I'll get to that) but there could have at least been some playable elements.
The cinematics. They were brilliant. Oscar, you should be a film director, the cinematics in this game show real talent, unlike most of the cutscenes in other scenarios, even the good ones. These are better than the ES cinematics. Actually, the whole scenario was better than any one ES scen.
Fixed Force scenarios are fairly hard to balance out, but this one does a great job of creating a perfect balance between sides. It is not altogether too dificult, but you cannot win if you just charge your men into battle. Oscar modified the different units enough that some heavy micro and strategy is required, especially in the battle outside of the Norse city. If you are looking for a challenging, but beatable, scenario, download this one. Novice AoM players, beware. Also, some great triggerwork with changing the units' stats enough to create this perfect balance, something that most designers ignore.
As I have already said, "The Lost Legion" simply takes the cake when it comes to creative mission design. All of the minute triggers and features make almost every mission unique. Another creative feature that I really liked was the cinematic map. If you don't know what this is, download. Not much more to say here.
Map Design: 5
As always, Oscar's map design skills are flawless. And as always, he has more of those glorious buildings. These are the most amazing things I have ever seen done with the editor. Look in the Eyecandy thread to see some examples, all of these are in the scenario. Apart from building combining and architecture, there really wasn't that much due to the file size restrictions. In some areas, such as the desert, this made it look more natural, but in other areas, it detracted. I've already taken a point off for this, so I won't take off another. Some of the elevations didn't seem natural to me, but I guess that was also lag contraints. Regardless, this has the best map design I've ever seen, ever.
I won't take off points because Oscar didn't create this story, I'll just say that he did a great job of translating it into scenario form. The story is told by cutscenes and is clear, easy to understand. I won't give away any of the story here, but I'm sure other reviewers will, so I'll just say that it is as good as the "Fall of the Trident" story. The map and missions also fit in with the story.
Instructions are very good, as are the hints. I understood each objective. You may wish to have an additional English translator to fix minor translation errors, though this isn't any fault of yours.
Additional Comments I'd like to say that this is the pinnacle of Oscar's designing career, but it isn't, because Oscar will continue to create scenarios, each better than the last. Right? Whatever, this is easily the best scenario I have ever played Oscar, thank you. Just work on the map size and lag next time.
About this scenario, there are some ups and downs. Yep, ups and downs. Update this.
The playability is good until you get to the part where your heroes are disguised as oracles and these anubites running. I manage to spot Avarus guy not by the high ground near the principal street but by the oracle gradual LOS. The principal street end is completely well guarded by anubites as well as the acess to the high ground. It is completely impossible to pass through them.
Balance is um.. bit ok. Makes sense when small group of guys face only a small army, but the part where I have to escape the elephants is hard. Their speed almost can catch up to my guys and the camelries blocks the way. I manage to pass through this by going through the pyramid ruin place thing. And the part with the stealth thing is reallllllllllllllllly not quite balanced. First, there are lots of anubites and some patrol certain passages i have to go through, which makes it impossible to pass through. I hope a few of you pass through this
I really like the creativity, especially how you designed the city and the world map in certain cutscenes. And I also like how you made
prison isle and how you have created the city walls real good.
Map Design: 5
Design is well... quite planned out good. There are lots of open areas that you put in some more scenery and stuff
I completely understand the instructions real good. I like how you tell what to do and what NOT to do. Especially the part where I have to protect the merchants and where to put my guys in. The rebels are realllllllllllly weak and the legionaries (hypalists) creamed them easily
I like to say, this is good scenario, but somehow, I noticed lag in the game, lots of it. Plus the balance doesn't seem to be good enough to get a full 5. Anyways, keep up the good work.
Yes, yes, yes, extremely playable -provides solid entertainment and leaves a feeling that you've really seen-played something.
Good balance, it may look easy at times but you have to watch out how to use your units, place them and also micromanaging them.
Actually, I'd rate with a 10 if I could.
There were many original ideas not seen by me before.
The cinematics were quite good and added to the general "feel" of the scenario.
Map Design: 5
Where should I start and where should I finish?
Multistory buildings, ports, magic, strange buildings from "different uses" of objects, all created a "feeling" of being in a different place. The use of elevated terrain and building mixture, provided quite beautiful results and I admit it was quite distracting from the story at hand.
Complete and to the point instructions, never left me with any doubt as to the task at hand.
Oscar, don't do something like this ever again ! I was disheartened seeing and playing your scenario, cause my work isn't anywhere close to that.
I admit, I tried to do some "fancy staff" playing your scenario, for example I went after the "wolf master" -you know the old man who is the encounter before reaching the merchant, to see if I could "spoil" things for later on. But no, you had taken this posibility into account and he escaped me.
The open field battle was kind of hard on micromanagement and had to replay it a couple of times, but in the end I figured it out how to protect my heroes, I released the first line of centurions with orders to defend, moved my heroes behind it and placed orders to stand on the second line and it worked out.
The cinematics were also very good, it's a field I have very limited knowledge, and I also liked the "internal takes". It's too bad that now I can't use it much in my Mechanopolis scenario as I'd planned, cause you've presented it first.
Bravo Oscar, hai fatto un ottimo lavoro !
I have finally got round playing and reviewing this legendery scenario. It doesn't dissapoint.
Simmply a Great game. Missions varry between Full on battles to my favorite the infiltration missions. Some top quality Trigger work makes for some develish battles in places, and combined with the map provide a real world to play the game in.
Early tasks are very easy, such as blocking roads, however as the game progresses the player has to think harder and repeat sections a few times. Not that being a problem as every moment no matter how many times repeated is great. The balance is great never to hard nor to easy throughout.
From the triggering in the infiltration missions to the Help Full map shown in cinematics nothing is basic. Everything has been either ressized, rotated, or combined with other objects. Nothing is boring and the creative jucies of Oscar show no bounds.
Map Design: 5
even the unused sections of the map have great eye cady of hills but the main Map dessign triumth is the citys. From the Fancy Gates To the riotting Citazens They are realistic in every way. My favorites being the capital of the enemy's city with its Dark Labarinths Below.
I would really like to give Oscar a 5 hear as well, but i Won't. The Maps Only True Short commings are facts that Oscar Didn't Create This Truelly Gripping story. However objectives, hints and messages keep the player well up to date, never mind the ofter orinspiring cinematics that take place throughout the story.
Better than sliced bread.
|Guardian Of Isis
The majority of it all flows perfectly... Well, almost. Despite some tiny errors, like having defeated that Avshar guy (or whatever his name is) and still losing because some of your men got killed in the following cinematic, there is nothing bad about this!
This is as balanced as can be. No really really tough points, or really really easy ones. I am surprised that, in such a large(!) map, I can not find ANY bad things to add to this.
Creativity skyrocks in this scen!! The various use of making those roofs you can walk under, the elevation, the detail! WOW WOW WOW!! Nothing in AoM has ever amazed me as much as this! You even have missions like blocking streets, without fighting! Now that's original!
Map Design: 5
You should get 20/5 for this part. The Lost Legion pushes everything out of AoM possibly imaginable! Immense constructions, complicated towers that look as if they are much higher than they are, little details everywhere filling up spaces... Anyone who gives TLL less than a 5 in this part should be banned from AoMH for life! The eye-candy goes beyond any I have ever seen in my time of playing AoM.
The story is really amazing. Roman legionaries fight the warriors of Gaul, but due to too many losses, the leader of the Romans and the leader of the Gaul-ians(:P) decide to face each other in battle. Yet they both use druid swords in the fight that, as soon as they touch each other, transport all the legionaries, the Roman leader and the Gaul leader to another world. And not a small world! Different places, various characters, many twists in the storyline etc. make sure I can do nothing other than give this a 5.
This is the greatest Single Player Scenario ever. I am stunned by your map designing, Oscar! Thank you for making my time of playing AoM GREAT.
[Edited on 08/09/05 @ 12:08 PM]
THE LOST LEGION RATING: Since Oscar didnt bother to reply to my post, i suppose I'll post my review then. Please Oscar, note that this review is based on an hour or more of playing this map, and wasnt not able to complete the map enough to see the ending.
As seeing the map from the editor, and from other people's comments, and should had expect it a LONG scenario. Regardless of the different amount of objectives, the scenario can sometime get boring, specially when you forgot to save. But still, it isnt something taken much in count. on the contrary, the amount of different objectives can keep a player entertain for a lonnnggg while:).
POSITIVE: The different amount of units used in the game, and the ability to complete different objectives were certainly a plus!
NEGATIVE: The size of the map, and forcing the player to save constantly were defenately a minus to the playability. for one, the size of the map and the use of many objects caused lag, and two, as a result, saving took a real long while, and computers that feature a slow RAM may get some problems, perhaps even the game to freeze. It is fatal if you dont save the game, because the intro cinematics are simply long(i dont think is bad though).
The overall difficulties of the scenario were flawless. Nothing really to complain. The map wasnt easy, or too hard. In some cases, like the first objectives, you sort of kind of had to use some strategy to protect the merchants...which in one time during the second "rebel attack", the merchants escape, they may get stuck....perhaps a problem with the building overlapping? maybe giving more space between manors might fix this problem.
Personally, i found it annoying to control more than 30 units. is simply a mess because of the constant selecting. one can select up to 30 units, and there were some left overs. but it isnt a real issue, just my personal point of view:-)
Like said in your showcase, the story wasnt originally made by you, so i took out a point there. however, the map design, the flawless triggers, and the amaizing cinematics and animations certainly gave this category a plus!
I was kind of expecting a little more creativity with the spotlight window, but it really dont matter. there were a few spelling mistakes, such as in the first mission "defentd", or using "that" instead of "who" when referring to a unit. also, making a mistake of spelling "enought" instead of "enough":)
The towns may feature alot of building overlapping, but is not what a player could call a real towns. The villages were simply dead because in some parts there were no citizens, and the few that were outside werent doing anything. I suggest putting them to work. move them around to give the player the feeling that he/she is actually passing through a city, and not a ghost town;-) a positive feature were the names, and if you were following a movie or a tv series, you really did an amaizing job! i loved just about everything you put into this scenario!
I thought the custom soundtracks were pretty good and went along with the epic story. I also thought there might be a need for cinematic abort triggers....i know i know, the cinematics are awesome, but watching them after loosing constantly can sometimes get tiring...and because saving is a paint in the butt.
FREAKING AMAIZING! simply alot of detail and effort put into it! different use of objects, units, and never before seen eyecandy tricks! specially the building overlapping.....but:-P, there was something missing...and the amaizing structures made with the building overlapping couldnt solve, and that was the map design in nature parts of the map. let me be more specific; the terrain mixture, elevations, or the use of nature objects were kind of dull. I would had expected as much detail as you put into making those amaizing cities!, but still, this wasnt a big reason to substract the map design rating. the water textures and water details may need some improving too...but of course thats based on my opinion and therefore it doesnt affect the rating. oh, another thing, the enlarging bug feature when player one isnt at Line of sight...but since is just an ES bug, i didnt really took this into consideration.
I should had actually substract a point here for the story but i did it on the creativity category:P. anywayz, first of all, the objectives were pretty self understanding and straight to the point. simply amaizing cinematics, use of dialog, and animations to follow the story. It never went out of topic. the story stayed focused on its main point. There were certain sky borders issues with the render sky. In some cinematics the pitch was simply not well put and revealed those buggy black borders:-S. also the waypoint flag when a unit moved during a cinematic could be fixed by changing the player to control another civilization or turn that certain unit into another player until the cinematic ends to prevent the waypoint flag to appear.
Overall, the scenario is pretty unique, and has some awesome features never before seen. the cinematics and story followed the game style. There are barely any or few bugs.
the forest part where the giants start to appear may seem hard at first, and actually it would be best to remind the player to save first! when escaping out of the forest, the amount of giants and enemy units may block your way out of the forest...but i dont consider this as a bug, the player simply has to find its best way out of this situation. whether it means to distract the enemy with some other worthless units:D i give this a thumbs up! and all Oscar's creations are top notch! congratulations, for you deserve the recognition and most ratings given to you!
[Edited on 11/23/05 @ 09:18 PM]
I have never enjoyed a scenario as much as this, it is better than all other I have played. The missions were fun to play and were far from common, you really did a great job in entertaining me for several hours, because my pc is pretty good I could play on high graphics but even than it lagged a bit. So far I loved every scen you made;)
Well done with this one, some missions were more difficult than other, and sometimes I had to play it several times, but that didn't bother me, because I knew I wanted to complete this fantastic story. Some parts could be a bit more difficult, like the Roman camp battle and the end battle, because even if they would be longer it would not interfere with the rest of the story.
Like I said you've been very creative with everything on the Map, the map of the scenario was just outstanding and some parts were pretty inovative. I really liked the sea storms and the rebbellion, it was really a new feeling to play.
Map Design: 4
You have did a great job here, the buildings were just amazing and really a sight, it distracted you sometimes. But I wouldn't want to miss a part of it. Something that was a bit disappointing was like some people have mentioned before, the live in the map. Putting this story in one map in AoM with not uber-powerfull machines was trying the impossible......The attempt was great, but just impossible to perfect....
The story was great, they cinematics told the story and were really high-quality. I have never seen anything like that before, although some others come very close. The instructions were clear even though you're not a perfect English speaker(neither am I btw.)
Great work! All I can say, you inspired me, because I want to create something like this lateron(about trying the impossible:D)When I saw the first cinematic I just fell in the story and just played it in one rush, if you can call it like that;P
Hi, Oscar! First of all I just want to say this map was absolutely brilliant! Definately the best singleplayer scenario on AOMH! I loved every second of it and was repeatedly stunned by your skills, heres why:
This map has clearly been bug-tested to perfection. On my little journey I found no bugs. I clocked a total of 2 hours 10 minutes gameplay, that in itself is extrodianry! I was overwhelmed by the missions that cleverly wove into thr storyline. A wondeful creation!
Its funny how a few little people can kill everyone... The balance was fine, I saved it a few times but won every mission without having to cheat; thats a good achievment. I also liked the missions that wern't fightning. It made the scenario very realistic.
How is this not creative? A beautiful bonding of triggers and eyecandy with a spark of creative genius to make this map worth playing over and over again....
Map Design: 5
Wow. The buildings you have created in this map took my breath away. Id love to see you make one ;). Anyway they look extremely realistic and evidently took ages to make. Also the cinematics in buildings were especially good.
The story was absolutely marvellous. I know you didnt make it but it was interpreted so well (even though I havnt read it). The objectives were nice and clear, explaining eveything I needed to do.
As I said, this is the best singleplayer scenario on AOMH. I have not seen many scenarios created by you (presumably because they take so long to make to that standard). Id love to see some more, and maybe you could go multiplayer?
Brilliant scenario (sorry for only giving you a 5)