LIQUID FIRE STUDIOS PRESENTS
||AoM: The Titans
H E R O E S
C H R O N I C L E S v1.1
*WINNER OF THE 2006 BEST SINGLE PLAYER SCENARIO AWARD*
'AoMPlayer's' list of bugs fixed.
Cinematic overlapping (in some cases) was curbed as well.
Heroes Chronicles is a massive scenario based on the Age of Mythology Heaven Community. Don't worry, you
can still enjoy it even if you're not familiar with it.
Please read through this readme, Installation is
I N S T A L L A T I O N:
- Place the SCENARIO called Lp.scx inside the SCENARIOS folder.
- Place every single file inside the 'Sounds' folder inside the SOUNDS folder inside your Age of Mythology
directory. Please do not place the folder itself, go inside and extract the sound files directly into the
AoM sounds folder (I.E., don't put a sounds folder within the sounds folder).
- Place the 'HC Logo.ddt' inside the TEXTURES folder in your Age of Mythology Directory.
That's about it. If you're having trouble, email me at Guardian@mammoth-games.com.
M I N I M U M-S Y S T E M-R E Q U I R M E N T S
The scenario features a load of Eye Candy, so I would reccomend a system with the following specs-
1.0 Ghz Proccessor
256 MB Ram
32 MB video card
If it lags, lowering the resolution might help. Please be aware that the first 10 minutes will lag as
triggers are unleashed, after that, you should experience none at all. Enjoy!
F E A T U R E S:
- Massive map based on the AoMH Community, with memorable locations including the mystical Tree City and
the battle ravaged Ambition Designs.
- Fast-paced combat- switch between ranged or melee weapons, and fight in huge battles along with your
party of fellow forumers.
- Based on the forumers of AoMH- see them walking, recruit them to your team, or kill them! The choice is
- Alternate endings to many missions.
- 'Exclusive' voice work done by Elpea himself for his unit (appears after Elpea is changed back to normal).
- Unique missions varying from easy to hard.
- Great soundtrack featuring Black knight and the Llama song!
The following bugs will be fixed in a v1.2 along with Elpea's new additions to the story:
- The 'boat trip' bug.
- Potential overlapping cinematics.
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|Author||Reviews ( All | Comments Only | Reviews Only )|
It was actually much fun to play, it was funny, there were many different tasks, you recognised the forummers ;-), and so on. Actually it was very good. Unfortunately, like in every Guardian scn ;-), there were bugs. Although none of them forced me to restart the scn or made it impossible to win, they were superfluous actually... Here we go:
- First of all, make a new trigger at the beginning of the scn, in which you add tons of Change Name effects ;-). Names were missing for:
Reinfire, GoS, Phatfish, the Lp nereid, SOAP, his bodyguard (I think it was Cavetown), hessu and the llama crew around Meteora.
- I couldn't kill TitanHeart. He fled in a corner where I couldn't reach him, not even with an anubite.
- When I was asked whether I wanted to kill Greta Forkbeard or to change her into a minotaur, exactly the opposite happened of what I clicked. The triggers where just swapped.
- How about different civilisation names for the players? Like "Socvacius" for HG. Use the trigger effect.
- I could play Phatfish before I cut down the tree that blocked the way. That confused me because I could proceed with him without the others.
- Set the diplomacy from player 0 to 1 and vice versa to allied. This way you can't unintentionally attack deer and fences etc.
- Write hints in the objectives menu! They contribute to the atmosphere.
- The cin with pftq started without Cinematic Mode.
- During the boat race, there were no krakens at all... I saw them in the editor, but not ingame. And the mini map didn't flare BTW...
- Afterwards the GPs got deleted, i.e. weapon changing was not possible any longer.
- When I tried to find the explosives to blow up the wall in front of AoMPlayer, I drank the potion, but it didn't disappear.
- In the maze with the chicken and the monkey only the monkey gets attacked. So the monkey died and the rest was extremely easy. And the monkey in the maze was called "Auron" not "Aumon".
- The ending was totally messed up the first time I played it: I must have clicked at somewhere on the map just when the cin with Shiva started, and then Lp just walked behind him and stood near the hammer. When the cin ended I immediately won. You have to make that impossible, maybe with an invisible wall or so. I tried it again and it was still very easy... I ran in a circle and then I could easily reach the hammer... No bug, but too easy.
- The Fwiffo thing was absolutely strange: He was killed by SOAP's guards and later on I'm supposed to follow a secret path to meet him. I of course didn't find him, and then Rider gave me his fleet. I proceeded with the fleet and left Lp in the secret path, he later on got teleported somewhere else anyway to continue with the scn...
- When the fleet arrived at AD the cin played, although Lp wasn't there (because he was stuck in the secret path :-D). Use Distance to Point or so.
- Clarify the secret path thing. It only confused me and messed up parts of the scn.
- Use a tech to increase the capacity of the transport ship... I couldn't get all of my followers in it.
- BTW, there were different "Major God Statues". It'd be nice to name them, like the first one "Socvacius Statue" or so. (No bug, but it could be nice. The more names the better :-) ).
Alright, that's it for the bugs... For now :-P. Apart from that it was very nice. Nice intro BTW (because of the humour, not because of the cin as such ;-). For all the other cins, read my cinematic tips in the design forum).
All I can say is that it was too easy actually. It might be more difficult with some of the bugs fixed, but this way it's too easy actually, I didn't die once. It never was frustrating though. All in all I'd say, the focus of the scn is not the difficulty above all though, and I think I can give a 4 here.
Many different quests, first community scn, weapon changing (although only working for a short time :-P), humour, the Parrotman rock, Lp's voice, the great music etc. etc. Simply very good. 5.
Map Design: 5
Great actually! The only thing I didn't like was SOAP's city, it had those rock boarders and the Mother Nature fences were attackable. Apart from that, very beautiful :-).
Hmm... Extremely good story which the 'twisted minds' of you and Lp made up ;-), but sometimes very confusing and hard to follow. (And I still don't get why Lp is responsible for the bad intro ;-).)
There were many objectives, though sometimes there could have been even more, no hints though, and a nice spotlight :-).
All in all, a typical Guardian scn: Great idea and map, but lots of bugs. I suggest you need to change the way you trigger: 1. Test more often and 2. GIVE YOUR TRIGGERS NAMES! This is really important because you can find bugs more easily and you have a much better overview.
If you eradicate the bugs, I might increase the story and playability rating by 1 I guess.
Good work :-D!
EDIT: Comments on the new version (playability and story +1 each)
Now that most of the bugs are fixed a 4 in playability is appropriate. The story becomes clearer as well and turns out to be as great as I expected. Well done!
[Edited on 06/04/05 @ 03:18 PM]
anway finally saughted the win zip problem and if guardian does not get the highest score for this possible ill kill you all!
it was amazingly playable from the races around the map to the navel battle. i esspecially like the multiple ways the story could bend which in turn changged the playability from easy, to extremly hard.
all teams where well ballanced i had to repeat a few sections showing it was not that easy in places. Also the enemys oftern had a chance of winning. the game added a great tactical element. sadly i find the balance is let down of the final boss in which i defeated it (by reaching the hammer) without 1 hp of damage being taken off me.
everything from the music to the stroy line had wonderfull amounts of creativity oussing (like LP)out of it. the missions (like the race to AD) where complty chalanging new ideas. also it uses what i find the most underussed effect in the game choice boxes to full effect. also the fact you used forum members is a major new feature!
Map Design: 5
If god made maps he could make them as good as you. everything from the farting statues flys to the ourinspiring structure in the heaven games forums i found not a DOT of the evil grass type A and it is more a fine sculpture of land forgged by god rather than a map.
objectives where updated reguarlly, i could not stop howlling with laughter and includded me how could they fail! cinematics every 5 mins kept the player constintly indated with information and sick humour. In fact i may have to steal the jokes....
my part was short but great... i die in a cinematic half way through after suggesting to light the fuse.. but as i was called a "great" forum member i can let you off. guardian you are the king/god off insanity and ive building a monument in your favour right now! (so its made of lego...)
[Edited on 06/04/05 @ 03:21 PM]
I enjoyed this scenario. And I'm not one of Guardian's raving fanboys either - Birthright was pretty boring. It managed to stay interesting, and wasn't repetitive. There were a few minor issues that modified my overall enjoyment (noted elsewhere), but the overall presentation was excellent.
I should note that I did at one point need to cheat to cross a bridge which my units couldn't find their way across on their own. Guardian claims I'm the only person who's seen this error, but it seems like that isn't likely to be true. Additionally, at another time, my ship was destroyed by a Kraken (supposedly ending the game), but my units popped out and I was able to walk to my destination. These are both small things in light of the overall enjoyability, though.
I beat HC on my first time through. Actually, it was probably one of the easiest RPGs I've played on AoMH, making it clear that hack and slash combat wasn't the main goal. And it's just as well - that kind of RPG gets boring quickly. Especially because I usually die all the time.
Overall, it was nice to have a scenario I'm good at, but I fear better players will treat the combat with contempt. I gave it a 4 for balance, though, because the battles almost all had a point instead of being of the "kill 8000 enemies" type, making balance much less important to me.
A very creative effort! This scenario had many enjoyable qualities. The "potions" throughout the scenario were entertaining and not routine at all. A lot of the game play features were interesting and well applied.
The only complaint I can make is that there is essentially no replay value. Only a very few places give more than one choice, and the choice is usually pretty irrelevant. Also, unlike previous scenarios by this designer, the combat was mostly straight forward AOM based with occasional god powers thrown in. One thing that was sorely missing was character customization - you can't really modify your characters in any way. Still, the creative tricks throughout the story shone as not being in for their own merit, but actually contributing to the game. Well done.
Map Design: 5
The map design is excellent. Artistic. Dramatic. Sure, there are small flaws, but the overall impression is superb. All of the cinematics were good, although they suffered occasionally from poor camera angles. And the zoom and map rotation changed quite a bit, which was confusing.
One of the low points in an otherwise excellent submission. First of all: The title is grammatically incorrect! It is supposed to say Heros' Chronicles. Just a little annoying.
The story was entertaining, but was so jam packed with inside jokes that it felt inaccessible. If you've never been to the design community, you'll probably be left scratching your head. Also, the story breaks the fourth wall (that separating the actors and the audience) numerous times. It can be funny, certainly, but a lot of the jokes are so lame they actually hurt the story.
Instructions were usually pretty clear, although better use could have been made of the Objectives window. There were some stretches where the current goal was unclear, or where I'd forgotten it, and I could find nothing to tell me what I was going.
I consider the story to be the most important part of a scenario - I view them as interactive books, really - so this was the only area where I really think some improvement was needed.
Ok Gaurdian, you finally get a review off me :-P
I rather enjoyed playing this, and there wasn't any time where I felt desperate for it to end; it was just about the right length. Most of the features implemented work very nicely; great job there.
The only significant problem I had, was, like Spitfire, I also had a problem with crossing the bridge (it seems that if you walk by GoS/Reinfire without recruiting them, this happens). One other point to note was that the deer can block the path by where you cut the tree down, and waiting for it to move out by it's own accord can be annoying.
I won't go into much detail about the balance, since the whole scenario is about telling the story. I didn't see any major balance issues; it was a little on the easy side (which you admitted to earlier on, IIRC), but nothing big there.
There were plenty of very creative aspects to the scenario, with the potions being a particular strong point
What really costs you the extra point here though, is that you pretty much end up fighting almost identical battles all the way through. I appreciate that most of the units being the same is tied into the smurves aspect, but some more variety would make battles less repetitive.
Map Design: 4
The overall design of the map is excellent, and the eye-candy is top notch, but a few things, such as the pathfinding (a real problem in some places), the zooming/rotation issue with cinematics, and some other miscellaneous things (which I'll mention at the end), stop this from hitting a 5.
Despite very rarely frequenting the scenario design forum, I didn't feel isolated by the many inside jokes; the only thing that did that was that I didn't know who several of the characters were (sorry guys :-( ). The story isn't the most outstanding ever created, but certainly very amusing, and original; good job!
Overall, the instructions were pretty clear, and I was able to figure out what I needed to be doing, so no problems there.
I can think of nothing that needs urgent addressing, but a few things could use with being addressed in the next version:
Unit outlines / camera angles / no revealed map in cinematics; these all ruined the effect of the cinematics slightly, which was a shame.
Also, along the same lines, sometimes characters weren't where they were needed in cinematics (I had one instance where 'Lp' was blocked by other forumers), meaning that I was treated to the fog of war for most of the cinematic.
Finally, it was sometimes hard to see exactly where you had to go, because the flare didn't reveal part of the map. Doing so would make it much easier to see where you had to go.
It's clear that you put a lot of effort into this; excellent work, keep it up. Cheers all.
Once again, I enjoyed this scenario. In fact, I enjoyed it twice as much as the last time I played it - Some parts were a bit more difficult now, which was great, and nearly all the units have their names changed now! I saw a lot more familiar faces there! By the way, you changed one of my guard's names to CaveTown, not Celer, lol. CaveTown is'nt really anything to do with Sagestudios :). Anyway, this is again a scenario I could play over and over again, and it is really enjoyable.
There were still a few minor bugs, but they made no difference to the game. The dialogues went away too quickly, but I wont remove marks on those small things. You fixed nearly every bug there was, and I think it is completely bug free now. So, I am glad AoMPlayer000 can finally kill me, and I hope you give me a nice funeral :p! Congratulations on removing the bugs for such a huge project, Gaurdian_112!
Except for that Code of Conduct scenario by I think it was gummyWorm, I think there has been nothing like this in the past. This was as creative as Grande4 and Mago Merlino and Oscar's projects, and I could go on with that list of great designers forever :p lol, but this is very creative, and the twisted minds of Gaurdian_112 and Angel Elpea really have no limit.
Map Design: 5
The map design was brilliant - It was like looking into lots of custom terrain, but better! You used mixed terrains with units on top, which is what makes the feeling of a completely new terrain. Brilliant is all I can say. Tree City is really the overlord for all the rest of the map with great design (not that there wasnt great design everywhere!). Great work!
Roads... Out of... Sprites...! It may lag, but still, its great eyecandy! You used lots of units on top of eachother throughout the map, etc, just like in all you're work, but it was'nt just that that cought my attention - The decoration of things was just great - I loved Ambition Design's area, I hated it when it blew up, though :p Because of you :p. Great eyecandy!
The story was very original, and it was all a lot clearer this time (everything is clearer on the second time :p), and the instructions were all very good. I think you did really well with this one especially, both you and Elpea! Again, the twisted minds of Gaurdian_112 and Angel Elpea really have no limit.
This was a really great scenario, and I cant wait for more of your work.
Can it be? A great scenario with almost no bad points? Yep! I immensely enjoyed playing this scenario. The creativity added in with the perfectly in tune music made it simply enjoyable. The jokes made me smile, and there is nothing more enjoyable than killing evil Gaurdian Smurfs :D. The scenario played (mostly) smoothly throughout. My only compliant is that the excess objects really slows down the experience, but it is only a minor problem, and the pros far outweigh the good!
The only real downside is that the scenario is fairly easy. I know that was your original (Plus Elpea's) intention, but that doesn't mean it should be totally easy. But there were some difficult parts that required some microing and steady clicking, such as racing to save Elpea. These offsets of difficulty make up for the relative easiness of the rest of the scenario, but at least the saves work!
Never seen anything like this before. Well, not executed this well at least. The map design did seem Deja-vu of your Birthright scenario, but that seems to be your relative style. A scenario on HG and AoMH forummers is definitely new. Interesting all the way through, with numerous forummers popping up, and getting killed made this really fun :).
Map Design: 5
Once again, Guardian proves he can through tons of stuff on the screen and make it all look good. Tons of eyecandy abound with great terrain mixing made this a nice experience to the eyes. Some nooks and corners looked a little weak and bland compared to the rest, but they're just that, nooks and corners. The zooming in as everyone has pointed out, was annoying at times, but nothing 2 seconds of hitting zoom out couldn't fix.
The story was definitley creative and new. The instructions were unupdated at times, but relatively easy to figure out what to do. The story is where it shines. A humorous scenario unlike any other (except maybe No Point). The dramatic tales of Elpea and the numerous oddballs he meets on his quest to kill the evil Gaurdian. Along with strange twists and unusual appearances.
I can't complain. And the critics agree, with only a few minor problems Guardians shot down, this is simply an excellent scenario with one problem.
I'm not in it :p.
In some parts of the game, it was unclear what to do.
-I didn't know what to do at the part with the tree, somehow I got a unit over the tree and with the "female blob". I was unsure If I needed to restart the scenario to get all my units past the tree or not. Then, and cinamatic started playing, and I got back on track.
-When I had to go down the "secreat" path at LFS, I was unsure how to get back. Eventully I found out tho.
I thought this game was very well ballenced, altho, like some people said, it was a little to easy.
-Killing the smerfs after swareing was very easy, you should have made it harder. (ie: higher attack and 1 healing god power)
-It was easy to kill all the ships on the way from LFS to AD. You should have made this harder also(in the same way as above)
-Lureing the monster away from the hammer was a pice of cake! All you need to do is run out and back in. There should be two monsters or more walls to make it harder.
This is one of the most orignal maps I have ever sean. Based off the AoMH community, who would have ever thought of that except for your twisted minds. I like the way most formmers and find themselfs doing pointless things throughout the scenario.
Map Design: 5
I can't ever inmagian all the endless hours that went into this. All the custom buildings and eye candy, you really know how to make a map look great. I like in the begging where you decorate the path with torchers and other objects. I also loved the great mixing of turrain, it was done very well to make it look very realistic.
Story-I thought the story line was very funny. Non-stop jokes thrught out the scenaro. Makeing fun of rider for taking so long with the website. If I am up for a laugh or two, I will always play this scenario.
Instrutions-Im taking off a point because (like I said above) some parts of the map are hard to fallow. Some more hints along the way would be very helpfull
I thought this was overall, the best scenario I have in a very long time. The thing I liked most was the random, pointless, jokes all around. The thing I like the least was the fact that I wasn't in it. :-(
mabey in the next version *hint hint*
Good job guys!
The scenario plays great most of the time. One is that the cinematic's could've bee nmuch better at some points. It's ok in the beggining when Gaurdian is making a parody of Aomplayer's tight cinematic critics, but later on I won't buy that as an excuse. The most annoying thing is that your whole crew walks right into the cinematic standing in formation in the middle of two people talking (for example). Happens occationally and is not very pleasant for the eye. Another thing that happened was when I talked to Echowinds. I garrisoned the Well of Urd(http://img.photobucket.com/albums/v76/Villi/screen2.jpg), and gues what, in the cinematic where Echo walks over to aumon I had no LOS becouse my guys where inside the Well of Urd.
The worst playabillity bug is probably that you can change diplomacy, not that much of a deal really, but you can screw the scenario pretty well (How about killing SOAP long before you're supose to? http://img.photobucket.com/albums/v76/Villi/screen3.jpg). Other is various path bugs (Passing where you're not supose to): http://img.photobucket.com/albums/v76/Villi/screen0.jpg, http://img.photobucket.com/albums/v76/Villi/screen6.jpg.
Pros: Very few bugs, no major ones.
Balance is where many RPGs fail. RPGs need to be hard in it's own way. Enemy power just don't work, becouse eather your character is strong and you can roll over just about anything, or your character is to weak. You should make the player think, or maybe some quick click mini-gameish skills is needed? The balance here shines the most at the boat ride to LFS (Unless you cheat around it with a bug). When it comes to fighting "gaurdian smurfs" your hero characters won't have much trouble, except myth units. They'll probably die in the first fight you encounter, unless you have them stay out of it (Which make them useless anyway).
Pros: Boat mission and other not so staright forward missions.
Cons: The straight forward fighting, myth unit companions suck very much.
Probably the most creative escenario in ages. Even the sound is AWESOME (So make sure to put it right, unline what I did the first time I played). Funny all the waay through to the end. Some golden pieces of map design here and htere as well.
Pros: All the awesome jokes.
Map Design: 5
Probably Gaurdians best map design effort ever.With nice sceneries all over it and no lag at my system at least. I can't remember seeing many of the now so copied sprite roads either. Specially the Scenario Design forum and the Community Forum looks great. LFS is a bit bland in my opinion while the underworldish part is just like you expect an underworldish part to be...
Pros: The Scenario Design Forum and the Community Forum.
Cons: Gaurdians style of designing may be pretty crowded at some points, there may be a little to much objects sometimes.
The plot changes all the time it seems. Firsts it's AomPlayer changeing you to green blob (Lp apearantly though(!) he was very sexy before... Yeah! Sounds like him...) Then it's SilverOsirisAOM havin couped the Community Forum. Then it's...find out yourself. Then there's an underlying masterplot that's very close to what happened for real about the gaurdian banning bussines. Funny jokes is put in everywhere.
Pros: Overall funny story.
Cons: Many of the jokes and the story may not be as funny if you're not that into the AoMH community.
Of course the scenario misses out the greatest feature ever, ME! ;) Just kidding.
[Edited on 06/11/05 @ 12:27 PM]
The scenario was really enjoyable to play. And it was just long enough - not too long or too short. I also liked that player was all the time under control. I mean that there were lots of cinematics and you knew always what you had to do. But it still felt that you got free hands to do your own things. Like when you could walk on the city and recruited forummers to your side. I especially liked the boat trip and the wolf missions because they felt like FPS games - very original. Only complaiment is that it felt like the last battle was over too soon there were just super heka-gigantes which you were able just bolt and some smurfs. I expected that in the end all the forumers I recuited will meet the mighty Guardian and his huge army. Another but small thing is that zoom close to the ground were left on after some cinematics so I had to press " - " and scroll it back to normal myself. But in overall really fun to play.
Many have said that this is too easy. But i like a bit more easy scenarios than hard scenarios becasue they can get really frustrated after awhile. And you were able to make this scenario hard by not recruiting forummers on your side. And if I'm not wrong you were able to set the difficult. But for me balance was great challenging, but not too hard. I didn't notice any bugs on the map eithet so definitely 5/5
Subject of the scenario was whole new and original. You were able to make surprisingly good story and scenario about the HG AOM scen design forum. But in other ways it was basic RPG which had some original things like boat mission, ranged/melee change (which i never needed) and ability to recruit your own army.
Map Design: 5
Well there were LOTS OF eye-candy. In somepoints scen looked like candy-land but I think it did fit well for the subject of the scenario. Really good and time consuming work!!
Good intro cinematic and lots of cinematic during the game. Sometimes texts did go too fast thought. Like I already said yhe story was good thought it felt like it got lots of inside jokes which not so many will get.
In overall good scenario. which all should download were Aom scen. design forum familiar or not.
I'm gonna have to knock a few points off here because I got killed (j/k). No but seriously it was playable; no lag; no bugs (except a few minor ones which I cant be bothered to mention as I told you them all before when I was playtesting). Also in some parts of the game (eg the bridge at tree city) ment I got stuck for a while and also when I got the axe off aumon (not auron :p) a stupid deer got in my way and i had to wait for about 5 minutes for it to move.
Well balanced especially since you nerfed the smurfs (like I told you to), but it was a tad on the easy side, I only died once and that was at the krakens, and also a bit short aswell it only took me an hour and ten mins to complete (but I suppose I have played it once before already).
Very creative, this is the first good scenario about the community. I liked the music I've even added it to my media player library ;). The switching between combat and melee was a nice touch tho it was stolen from somewhere elese *cough* ad trigger course *cough* ;) :p . I liked the custom sounds and that every time I clicked elpea, I heard "shiva Sucks" :P
Map Design: 5
Not really much to say, the usual gaurdian pwnage we've come to expect from you over the years. Way better than oscar :P (please don't take offense from that oscar) keep it up and I'll wait to see what you do in aoe3.
Hi-frickin-larious sums it up, funny, entertaining and interesting. But why did I have to die? :'( (:P) I also figured out who pompey is :O, yes its gaurdian.
Al round nice sceanario and if any mod turns that into a comment then they need contact lenses to count the amount of lines I've wrote.
[Edited on 06/12/05 @ 01:55 PM]
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