|Oscar and Sziggi
Posted on 10/22/05 @ 03:02 PM (updated 11/20/05
THE GUARDIANS v1.1
|# of Scenarios:
||AoM: The Titans
The Guardians is a magical world of cinematic, and gameplay. A realm of heroes. Where a young man unknown to most became a mighty king and guardian of mankind. Granted this through the powers of his vision and perseverance, his faith became the opportunity for men to deprive evil of its most deadly phrophets, for all time.
Campaign for The Titans expansion composed by 3 playable and 4 full cinematic scenarios.
1)Extract all files from the zip archive.
2)Place the files Prologue.scx, The_Quest.scx, The_Fall.scx, The_Siege.scx, The_Resolution.scx, The_Hell.scx and The_Sacrificie.scx in the directory "Scenario".
3)Place the file guardians.cpx in the directory "data" that is in the folder in which the game is installed.
4)Place the directory "guardians" in the directory "sound" that is in the folder in which the game is installed.
To play the campaign after having placed every file in the right place start the game, select "campaign" in the main menu and then choose "THE GUARDIANS" among the available TT campaigns.
**Recommended system requirements:
256 mb RAM
32 MB video card
-you can freely choose your favourite difficulty level but your choise will be irrilevant: the real difficulty level of the camapign can't be changed and in any case it will be always the same.
-the use of cheats could compromise the running of some triggers forcing you to reload the game or to start it from the beginning.
-read carefully all the objectives and the hints in the objectives section.
-the story narrated in this camapign could be not easy to understand for a person that play it for the first time. So if you have a doubt or some questions about the story we will be happy to answer.
-this campaign has been made mainly with an AMD Athlon 2000+ 1.67 GHz 256 MB ram with a 32 mb video card. On a more powerful computer the soundtrack could be a little overlapped, on a less powerfull pc instead the audio tracks could be too much short.
-the maps of this campaign (at least the cinematic ones) should be seen with the graphic options set on high otherwise the display some scenes could be "imperfect".
-because of a bug of the game in the 2nd and the 6th maps when your units are hurled away by an heka gigantes sometimes your soldiers could remain stuck on an impassable area. In this case if there aren't other better solutions please reload the game.
-save the game often.
The audiotracks contained in this archive are taken from three musical compositions:
-"Fight for Camelot" by Jerry Goldsmith (First Knight soundtrack)
-"Alfred, Tristan, The Colonel, The Legend..." by James Horner (Legends Of The Fall soundtrack)
-"Launch" by Hans Zimmer (Armageddon soundtrack)
If you find errors or if you have some suggestions post a comment.
Campaign created by Oscar Baldessari, Sziggi and Ganesh.
A special thanks to every person that has contributed to the realization of this project with help or advice.
|Pages:  2 » Last » |
|Author||Reviews ( All | Comments Only | Reviews Only )|
|The Ex God
The game is laggy at some points, and EXTREMELY hard. Even with cheats the difficultly level of this game reaches beyond words. Even the first level I was faced with restarting the game many times, and giving into Channel Surfing. Not to mention those who do want to play fair and just keep trying have to go through the very long cenimatics over.. and over.. and over again.
I have no idea what this section is supposed to mean, but heres my guess.
All the heroes are super powered and multiple in numbers. Even regular warriors are extremely destructive. But contradicting this is the massive numbers of Tartarian spawns, minions, hecka giants, and trolls. The whole fighting system is accualy not too balanced. The monsters overpower the humans many times in my play, and not only that but if one person dies (in most levels) then you lose, cuasing hair pulling frustration.
Yay, time to type up some good views on this drool maker.
The entire game is extremely well done. Not one detail or aspect was given the cold shoulder. The stronghold in the game was absolute the best piece of work I have ever seen before in a AOM game. Hell- That was probably the best thing I have ever seen before in MY GAMING LIFE!
Map Design: 5
Everything about this map is functional. He used bits of regular building to make an eerie scene depicting death and torture. But that isnt most of it. The game was.. just so amazing in so many ways I cant really put it in words. I reccomend going to the screenshots and look for yourself. http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,22097,0,10
I am speechless in this aspect. I don't know how long he spent making the theme alone, but it would of taken me months and months to come up with not only an astonishing plot, but a clean and spotless way of displaying every point.
Recommended download for people who like a good challenge, and maybe to be scared. I had to lower my speakers at one point in this.
[Edited on 10/28/05 @ 06:10 AM]
The playabilty was good, there was a little lag here and there, but that is because my comp sux like hell. All triggers worked perfectly as far as I could see and there were no important bugs. The reason I give a 4 is because some of the fights were a little dull, like the Daemon Prince in the very end
This campaign wasnt easy. But thats how campaigns are supposed to be. I little hardness makes the game more fun. The game was hard, but not too hard. I could do everything within a few attempts. Perfect Balance :)
This campaign had some very original features. In fact, every map was filled with them. I liked the hoplite/peltast system. That was something I havent seen before. Also the tiny Circes were cool and the siege was awesome. I am to lazy to write all the cool features down.
Map Design: 5
In my opinion, the eye-candy was as good as the eye-candy of The Lost Legion. I dont know how much each of you have contributed to the eye-candy, but I was amazed by the things you can make with the limited range of objects in the editor. Every piece of the map contained something new to me.
I found the story very original. There was certainly a lot of time spend on that. The cinematics were well made and gave the viewer a clear image of the story. The instructions were also very clear, sometimes a bit long to read, but you wont lose points on such a small detail
You three are genious. I hope you will make more maps of such quality, because maps like this are the main reason I havent uninstalled AoM yet.
Keep it up
BTW. In "The Siege" there is one message which hasnt been translated to English
[Edited on 10/29/05 @ 07:59 AM]
This is a 4 because sometimes I got stuck with Gawain and all the hoplites plus Percival's. But all and all it was excellent. The part where you defend the fort was pretty hard but i got my method down.
I couldnt have given it any worse it was excellent in every point. The camera tracks where smooth and clean cut. The dialogue was not to fast nor to slow. This is one of the best put together scenarios I have ever played congrats on that.
This is definetly a 5. Circles of light, the gates, there was eye candy everywhere I looked. Even in the corners of the map where most people would not. Wonderful in every aspect of eyecandy.
Map Design: 5
Each map was designed accordinaly to the opening cineamic. There was a few parts where you could get stuck but it was still a 5 because of the last scenario.
This is a 5 because "Everything" was instructed. No part of the campaign was ever left blank leaving the player to figure out what there task is.
Additional Comments: One of my favorite campaigns. Throughout the whole campaign it changed my mind on what was going to happen. And the ending absoulutly magnificant it left me with a feeling of accomplishment. Amazing scenario. Thank you for producing this campaign!
Great playability, human soldiers and heroes against some tons of powerful monsters. Big fights errupt that take time and required micromanagement skill (at which I'm not so good). Unfortunately, had to restart many times due to losing some heroes during the battles.
Great balance, because despite the strength of the opponents, the human units are boosted up and stand a fighting chance.
The story was very original, and all triggers and cinematics worked just fine, as expected by those two great designers.
Map Design: 5
Oscar AND Sziggy worked together on this, should I say more? Should I say about the excellent and weird building structures, the bridge, the terrain? No, I'll just shut up instead. Just check out the Stronghold and you'll know where I'm coming from.
Pretty clear stuff, there was not even once I didn't know what was expected of me, and that was due to the great instructions. I guess, the fact that Oscar is Italian played a role, cause he is more tuned in to non-English players' needs.
A MUST DL AND PLAY FOR ALL AoMers out there.
Seeing this, I think it is an unsurpassed work and perhaps we could/should see some more works of this type, where the top notch guys cooperate to create.
congrats Oscar and Sziggy again
I'm probably going to get some nasty feedback from this review. But I feel that certain flaws should not be so easily glazed over.
Ugh. All the Eyecandy in the world can’t make up for the boring scenarios. Fixed Forces are hard to do effectively, and I’m afraid Oscar, Sziggi and Ganesh didn’t do it quite right. While triggers worked nicely enough, the scenarios are long, tedious, and often unexciting. Most of the fights were boring and the 3rd playable scenario in particular was a pain due to the ridiculous respawning of the enemies. This often resulted in long battles that didn’t offer much strategy wise. Maneuvers or micro management that may have increased the strategy factor are nullified by the swarming of the enemy units.
While the campaign did switch over to a Defense style of gameplay a few times, the fun factor didn’t get better. The second playable scenario in particular was annoying due to the inability to get my troops to go where I wanted them. Eyecandy became an eyesore as it was difficult to see past all the decorations and get a clear picture of where everyone was. The defending of the Fort in the first scenario seemed challenging, until one of my heroes stood in the gate and all the enemies got stuck grouping around him. I did the scene a second time and it was better. The lag wasn’t helping much all throughout either, but I’m not going to let that hamper it down too much as it is on my end more than yours.
While all of the player’s units have near invincible armor, the swarming of all the enemy units is meant to balance this out. Like I stated earlier, this doesn’t work out quite so nicely. Half of the fights can be determined if one or more units is stuck in a corner unable to escape the hordes as they keep them pinned down. And losing because I changed some of my troops to Peltasts and a Heka Gigantes did a special is *not* fair. Saving constantly is a must as one of these oddball situations means defeat.
Although I’ve seen these types of scenarios a few times now, I am never disappointed. The plot and transition from each place was flawless. The eyecandy is genius and some of the locales are astonishing. Once again, another example of someone pushing the editor to and beyond its limits. Storywise, it’s original, and the cinematics did a great job of outlining the plot. The use of camera angles and lighting were extraordinarily done.
Map Design: 5
Once again, some of the best eyecandy ever done. And that’s saying a lot considering you’re in hell for the majority of it. The cinematics were top notch, and the scenarios themselves almost rivaled their beauty. The use of stacked buildings was extraordinary. Almost every inch of the map had some quirk or feature. Overlapping this is the use practical terrain mixing and elevation. The sky-high elevation helps exemplify the amazing structures. Truly something everyone needs to see before trying.
Definitely an original story with a creative outlook. Never once did the story advance so quickly that I did not understand what was happening. The opening cinematic and the cinematics throughout told all there was in one of the most eye-catching styles ever. Instructions were clear-cut, and everything was laid out nicely in most situations. Only problem seems to be the over reliance the campaign sets up on reading the instructions. Without reading some of the hints, I didn’t know what I supposed to do. Otherwise, nothing is wrong.
I think there was a little too much emphasis on the eyecandy rather than the fun factor. Remember, you labeled it as a campaign, not a cinematic.
(It was sometimes too hard and not very playable. Still use of some EXCELLENT triggers. A lot of time and effort has gone into this)
(It was again, tooo hard. It was not very clear but some parts I thought were perfect difficulty. The campaign still had pretty good balance)
(Extremely creative and a great storyline too. I love the render sky, ruins, red water, fog and amazing eye candy)
Map Design: 5
(The eye candy was excellent. I wondered how you made the buildings stack on top of each other so well and I loved the inside buildings with columns. The map design was exceptional)
(The storyline kept this area up. I loved everything about the portal and the idea of hell. The instructions were the only thing that kept you down. The objectives were far too long and I could not understand them although most of the time it was still obvious what to do.)
Gr8 campaign keep em up. The instructions should have not have been so long.
Every part was playable, there was no lag on my machine and so lag is not of any problem. Unlike most scenarios of this type, you need to keep your eye on your heroes health, and in some cases, a soldiers health.
Here you had to mantain the health of your heroes and your soldiers, as well as switch between pelast and hoplite mode in order to win. Stopping to let your caladria and Gawain heal the troops was also viable for victory.
'The siege' Scenario:
Here it was important to maintain every part of the fortress and keep Valain at the spot of battle, you also had to keep an eye on the ballistas and, more importantly, your pop cap, so that you could trian more troops. In the last part you had to mantian your 4 heroes health in order to progress and kill the gaurdians.
Here you had to mantain your heroes unique and well balanced abilities, and keep track of their health.
Later, you had to carefulyl traverse the city in order for the lever to be reached.
Then you had to take careful care to get passed the fire giants.
Definatley a playable scenario. Much attention was required and so the player would get immersed into the game.
The hoplites were best suited for the tartarian spawn and the pelasts for minions, as the objectives said. The offence is hard enough to be of challenge to the hoplites and pelasts if they are not managed correctly.
The heroes are powerful but can be challenged by trolls. No display of inbalance can be sought here.
'The Seige' scenario:
The Myrmidons were good meat sheilds for the weak at close range toxetes, the ballista towers had to be constantly backed up in order to mantain the ballistas.
The Daemon Gaurdians were enough of a challenge for Tancred to be killed if facing them alone (after he recieved the spear) and so support from Tristan, Parsifal and..the other hero in order for him to defeat them.
The forces that arrived from the back of the fortress provided an immidiate challenge to the forces. This is good.
The daemon lords were easy to defeat with Tristan and Parsifal, but would immediatly be blown away by hekagigantes, prolonging the battle. The summoned demons also prolonged the battle. Which is I presume the intent of the scenario and thus this is good.
The abilities were an additional bonus, they were niether underpowered nor overpowered. The Gawain (who I assume is the name of the Setna hero) has an ability that is the most useful but is balanced by the long recharge time.
The battle was prlonged enough to be interesting.
The imp was balanced enough so that it was fast enough to dodge the trolls projectiles and with some stealthy moves, reach the lever. This part was agian, a challenge, and thus, balanced.
The final part was tough, evidently the fire giants. If you approached one statue, while passing the fire giants, you'd be met by minions who would deter you enough so that you'd have to flee or else risk your heroes survival. The next part is easier, but the heroes must be mantained, along with their abilities in order for them to live.
All three scenarios have been well balanced to present a challenge to any who play.
Lots of unique objectives and camera tracks have earn't you a 5 here.
The camera track showing The twilight land in both past and present was very cool seeing as the camera was positioned in the exact same place.
The underworld and stronghold had their own unique peices of eyecandy that represent the area very well.
The gates in the final scenario done by usign the Hades Gates from the X-pack are amazing.
All in all, just about every part of the scenarios, from the army movements, to the seige of the fortress; this scenario is unique.
Map Design: 5
The design of the maps were very well thought out, I was glad to note that in the Hell scenarios, the charecters had no trouble traversing the terrian, nor did they ever get stuck.
The stronghold is trully the high point of the scenario, as with your buildings in The Lost Legion.
The first location of the Holy Spear was amazing, as with how you did it. 'The Hell' was the first scenario I've ever seen that did the underworld well, as with 'The Fall'. Never before has the underworld been done as well as you have done it.
A very nice conceptual story. The cinematics were very well done, even better then that of Nowhere or Mythic Cops. Period. The music added to this and I was near tears at the end of the final cinematic. The music was very dynamic.
On another note, the dialouge was very well done with no grammar errors that I could see. The charecters all had their distinctive personalities, with Tancred being the obvious favorite.
With the exception of the Lost Legion, this is the best story I've seen done in AoM.
The cinematics were very indepth and kept me truly immersed first time 'round. And I simply love 'The Fall' and 'The Sacrifice' with the latter being my most favorite.
The instructions were clear, I was able to understand everything quite quickly.
|Sandro The Wicke
The playability, was indeed enjoyable, but in some places, space is lacked and some scenarios just had too many objects to move...
The Hoplite/Peltast was very well done nonetheless...
The first scenario was fairly easy and it was fun to play, as you progressed it gets harder, that should deal a great amount of balance for this section, it took me some time to win, but it was well done...
It was very creative the ways you inserted the actuall story into RPG genre in AoM was absolutely stunning...
Map Design: 5
What can I say, absolutely brilliant very near transcendent word-wise, how you made some areas the way you did with such creativity was just unbelievably amazing which I guess makes you a much better designer than many of us would ever hope to be, the best map design by my opinion was the fortress scenes...
It was hard to understand what you meant, but it I was able to understand, there was horrible grammar and typo mistakes, but the story makes up for it, I really do think this section deserves a five for the storyline plotting...
It's sad though that you're going to retire after we finish making the scenarios for the LTA Project, but I still very appreciate the work and this was a prof pf comfort to me that you still have your designing skills...
Cordially, Sandro The Wicke
|The God of Gods
The scens are original, but at times can be just boring. In the first scen, all you had to do was just click the Caladria and watch the units change, which got sorta boring at the end. The Siege (where you use Valian to fight the enemies storming the fortress) was a scen I just could not complete; building placement caused my units to move to the worst places imaginable. It was also impossible to move my units via the minimap, so I lost every time. In the end, I gave up through the Channel Surfing cheat. The final scen was more fun, with the hords of enemies swarming towards you; that must've been the most fun in the campaign. The stronger points in this campaign are the cinematics.
To be short, the first scen had an intermediate difficulty, the second scen was too hard and the third scen too easy. The first scen was pretty alright, due to the fact none of your soldiers were to be killed. Otherwise it would have been too easy as well. The attacks in the second scen followed one another too quickly and because it was hard manoeuvring my units around, I ended up losing every time. In the third scen, the special attacks gave you victory and quite an easy victory too. Because I like winning, I'll give you a 3.
The eye-candy in Guardians is way more impressive than its gameplay. You have entire dead cities, imps doing missions for you, special attacks that regenerate, entire complexes, decorated bridges etc. This is the one deserved 5 in Guardians.
Map Design: 4
The thing that made me give Lost Legion a 5 in Map Design, was its incredible variety of eye-candy that went hand-in-hand with the gameplay. Unfortunately, the eye-candy in Guardians is balanced out by its gameplay. The manoeuvrability in the second scenario was non-existant. The better things here involve huge elevations, higher than the normal limit due to a special tool. These elevations are full of decoration; almost up to the level of Lost Legion. Almost. I doubted between a 3 and 4 here, and decided to give a 4 for the extraordinary structures, which block the passage in certain parts.
The story was very original. Did you think it up yourself? With the Holy Spear and everything. Especially the ending was heart-warming, with the victory of Valian. But I did feel I had to detract points here, due to the vagueness of your spelling. The ending (the sacrifice of the generals) was a bit complicated to understand too.
Eye-candy gets in the way at points and the gameplay pulls down the rating. You should consider making a big cinematic someday, Oscar, because the cinematics were darn good. Guardians would have been better if the gameplay were to have been smoothened and balance brought into the campaign.
|deathman rts nl
Very nice to play, The first time it was rather difficult when to change the hoplite's into the pelfasts, but the longer you play , the easier it will get. My caladria died a few times and my army just stood behind me, not attacking my enemy's. That's why it's a 4.
Nice use of triggers and camera tracks, my computer lags when there are to much unit's... that's a pity :p But I can't blame you guys on that!! The animations of the caracters also fit in the game's story.. (you didn't just pick some animation from the list, and use it) I guess you searched all the animations, for just the one it needed to be.. a 4
Very creative, especially the huge fort being built just a doorstep away from hell. That gives me a symbolic feeling, very, very nice work. (I like the greek scout falling to death as stiff as a pencil :))
Map Design: 5
This is my favorite part of AOM, eyecandy... There's a huge amount of eyecandy in this campaign, which I like. The first amazing thing was the river in the prologue, first a beautifull river with some grass and gaia trees, then a nasty, smoky, dark place with no blade of grass in the whole environment... at second, I thought the fort was very small, looking at the positioned underground passage, but when i saw the unit's in front of it, I saw the months work you put in that. at last the "you are victorious"in the last scenario.. I'ts real fun, and ofcourse the other scenario's are too... :p (How did you made the ground so heigh in scenario 2? it's a nice trick you can use in many ways.)
Very good story, much of the intructions were good, but some were too long and made me confused...a 5 anyway....
Additional Comments: many months of working past by, I can see that :D congratiolations....you three did some good work :)
Deathman rts nl
|Pages:  2 » Last » |