|I Love Bananas
The map had nice playability, and it was always easy to see where I should go. Following a path is not neccesarily the best if you want variation, but it's very useful if you want to get the player where you want him/her, without getting lost. Using relics as keys to get through gates, you added another nice element - not much creative, either, but useful and playable. And, almost the most important, it didn't require too much time.
The opening cinematic was not too long, not too short, and had somehow dramatic subtitles. It told parts of the story, but not everything that had happened. And the camera tracks were nice, not dramatic or exaggerated, but something that fitted the storyline perfectly.
The two reasons I took off a point, though, was that the relic triggers used a lot of time to fire in some places, and that was a little annoying. Also, the scenario looked like it was supposed to be played in multiplayer, and it most likely is (:p), so I guess it will get better when the full version is released.
No battle problems. I came, I saw, I won, after a battle that gave me the resistance I wanted. When the myth units appeared, I used the priest you had given me. No problems there, except when an Ulfsark or two decided to attack him instead of the swordsman, but I managed to fight them off. After a battle, I could heal the swordsman, and go on to the next. So overall, the balance was perfect.
I guess you know why this is only a three. It's an RPG, it's a multiplayer RPG, even, with a full feature levelling system. Even changing the name as you progress through levels. And that is horribly overused in AoM scenario design. Even the concept of having four players is horribly overused. I don't know if you plan to make the four units different, but even with that added it is horribly overused.
The concept of following a linear path is also not the most creative. Fighting off units. Finding small tasks to do before you can proceed.
I don't think this is worth less than three points in this section, though. It was not the worst I have seen of creativity, after all. And you haven't copied the AoM or TT campaign in any way.
Map Design: 4
The parts that were designed, looked pretty good. The rock piles were nice, and pretty natural... at least that's how natural you can get it in the underworld, and with Trolls and Einherjars. Though, the huge black and undesigned areas were visible to the eye, and they were even accessible (I could walk on them). The Achilles units were visible as well.
Another reason I took off a point is that there were almost no embellishments. There were a few buildings, there were enemies, and rock piles in the edges of the path. I think I saw some trees somewhere as well, but I'm not sure. I think you could improve on map design by adding something more interesting to watch instead of just Hades terrain. Oh yes, and while I'm at it, mix terrains a little more - it makes everything a lot more exiting. :)
The story was interesting, but not very creative either. It served its purpose, without giving away everything, as I already said. Four villagers rising towards hero status while escaping a campment. Not the most engaging I have seen, but it worked.
The instructions were also a little mediocre, there was one instruction throughout the whole scenario, and that was "Escape the camp, find keys to open the gates". The scenario in itself was fun to play, but it could have been better with a better storyline and more diverse instructions. I guess there will be more instructions in the full version, and I hope they will be a little varied. Until then, I'll just wait. ;)
This demo is short, and most likely not reflecting the scenario in its entity. I think the full version will be much better, if you'd just finish it and release it.
Good work overall, and good luck further on.
[Edited on 11/28/06 @ 01:31 PM]