Ah, shoot, bedtime for Cirrow. I'll downlaod and maybe review as soon as possible. :)
Posted on 11/18/06 @ 04:38 PM
Creative...It was a little unbalanced though. You just had to get all your units in front of the enemy, let them attack, and ungarrison the elven units in the battle area when you got them. Try deleting some of Lake Doomonoo's units.
[Edited on 11/18/06 @ 04:41 PM]
son_of_the_king File Author
Posted on 11/19/06 @ 10:29 AM
Or I could add more of the enemy...
Posted on 12/13/06 @ 12:33 AM
I'd rate the fun factor of this map a 3/5, contrary to its short playing time and unbalance. It was sort of realistic and rounding up units all around the map, scouting, and sending the destroyers followed by light archers. Despite the horrible balance (which I will get into later) the playability was decent. There were way too many units and there was really no point in using your cavalry. I could just send in my 40 reinforcement units, all infantry. The battles were quick and required no micromanaging or skill. I could use 1/2 the units I was given and still win all the battles. Also, after easily defeating the enemies lining the shores I had to wait a minute and 30 seconds for more enemies.
Most of the battles I just minimized the game and surfed the web. I'd come back and my army won easily. There was only 3,4 major battles and none of them were challenging at all. The units were also strange...I'd fight huge armies of axemen and a few spearmen (If I recall correctly). My cavalry was completely useless and I'd use all 25 of them to scout the map looking for more men. The rest of my army, random infantry and 5 archers, would destroy the axemen. In conclusion, this map was way too easy and required no effort.
I saw no creative map design and nothing truly special in this scenario. The very simple concept of waiting for an ambush was interesting in itself but not enough to call this map creative. A high point in creativity was the named units, though not too creative and not original, it made it all the more real.
Map Design: 3
The map was dull and lifeless. There was very little terrain mixing and no nature or establishment items were placed with purpose. It just looked like you placed items around randomly. The dock was also pretty unsightly, the edges were jagged and the walls sank into the water, looking nothing like a dock.
The cinematic was entertaining and I saw no spelling or grammatical errors. The story was very simple and really didn't involve the player at all or immerse him into the game. There was practically no instructions (You didn’t really need them.) but every now and then I wouldn't know what to do until I started scouting or noticed the timers.
-During the cinematic use the trigger "Render Fog/Black Map" instead of revealers. It makes the cinematic appear much better.
-Balance the map more; make the player have to work in his fights because of his limited men.
-Make it so the players have to counter in battle. The map was basically "Infantry vs. Infantry."
-Try designing the battles so the player can flank or use other tactics.
-Mix the terrain more. The road terrain looked decent but it would quickly fade into Grass-Dirt or all Grass.