Posted on 01/25/07 @ 04:21 PM (updated 01/28/07
STORY / ABOUT
||AoM: The Titans
The adventure of the hidden relics continues deep under the firm ground in the realm of darkness. Our heroes Cirrow and Jasper have traveled a long way over seas and mountains through the Earth with only one goal, to find the entrance of the underworld and recover the stolen treasure. To succeed the task the adventurers must exceed their own abilities and prove that mortals are qualified. Will they manage the big challenge and solve all the problems to reach their destination? Everything depends on you and your ability to find solutions in tricky situations. Are you qualified enough to accept the challenge? Well, there is only one way to find out!
The Relic of Darkness is a sequel of my first puzzle scenario “The Relic of Water”, but gives you with a sharp intellect the possibility to confirm your ability of solving problems in even more puzzles and tasks than before. My earlier scenario was with its’ three puzzles quite enjoyed, so I hope this one will be liked too, with its’ about 15 missions.
* Single player scenario
* Age of Mythology the Titans Expansion
* Size: 22,8 MB (Music files 22,6 MB)
* Genre: Puzzle
More information in the Read me file.
* New trigger ideas
* 15 different puzzles/tasks
* A lot of Zelda reminding sound effects.
* Detailed underworld scenery + meadow
* A boss to kill (in a different way)
* Self composed music
* Over 500 triggers
* Singing water choir (playable, 8 tones)
* Not much, but still some eye candies
* Improved storyline
Thanks to the play testers:
Thanks to Archaeopterix for giving me inspiration to some of my puzzles.
Thanks to HelpTheWretched at http://noproblo.dayjo.org/ZeldaSounds/
And also big thanks to the members that reviewed the Relic of Water for the encouragement you gave me.
|Author||Reviews ( All | Comments Only | Reviews Only )|
I played right through the scenario and ran into almost no problems. Everything works correctly (Although I couldn't get the choir to make sound, clicking the correct notes worked still). My only problem was that some things were to tightly squeezed together. The bridge is one example; my characters kept trying to go around the level instead of crossing the bridge, sometimes while halfway accross the bridge already. Another is the Anubis room where it is probably harder to get the characters onto buttons than the rest of that puzzle.
Wherever fighting was required, things were well balanced (And clever thinking would destroy most enemies). The various puzzles also give a good balance between different problem solving skills.
'Nuff said, this scenario like Relic of Water really shows how even without fighting lots of enemies the scenarios can be a challenge. Playing scenarios like this make you look back at many bland BaD scenarios. RPG makers should incorporate puzzles like this into their scenarios more often.
Map Design: 4.5
Since the main focus on this scenario is the puzzles, I'd say that the map design is perfectly suited to it. There is plenty of eye candy and the map is obviously shaped to direct the player between puzzles. The same problems I mentioned in playability strike here though and knock that half point off.
The story is developed enough to give purpose to the scenario, while at the same time it doesn't unneccarily venture off and start telling some long story that has no effect or noticeable change on the scenario. The instructions are enough to keep you looking for clues and solutions, and the hints often help you enough to solve puzzles you're stuck on.
Overall, one of the best scenarios I have played. Can't wait for the next one and I hope some other designers start making puzzle scenarios (I know since I've played Relic of Water that I've tried to add some puzzles into mine, and this one serves as further inspiration).
I couldn't figure out the crate algebra puzzle though... Had to save and keep trying answers.
[Edited on 01/26/07 @ 02:08 PM]
this was the best map I have ever played very challenging there are lots of puzzles wich makes u get a 5 in playability
for balance I will rate the difficulty of the puzzles and damn they are hard! not soooo hard but not a walk in the park!! actually I got stuck
well I havent seen any maps with puzzles before so u get a 5 in creativity for making a great puzzle map
Map Design: 5
the map is full of eye candy and very well designed
I liked the storyline and I think its original
well one thing I didnt like was that when I was about to playtest it was there player 4 and it kept me thinking is it player 1 or 4 im supposed to play with?? I had to test both to see wich one was the right.Next time set it to player 1.this map was the best map I have ever played challenging and stuff. one thing I cant quite figure is the servants part. I didnt do anything there and even not doing anything I went through is that a glitch or the servants are there just for entertainment??
yes,yes this was fun but you could amke it bigger
this ws really balanced well made
the map looked asowm and the trigger work nice:)
Map Design: 5
like creatividy very well done
thay could use a little bit of work at start the movie when to fast
Additional Comments: well over all my rating would be !9! good gob ! :)
Before you read this review, please note that there are some spoilers in it, so watch out.
This sequel to The Relic of Water I think was much more ambitious, but also carried a lot more bugs. The most significant bug occured right off the bat- the game started me as enemy player for some reason! So I had to go into the editor and start from there. Another bug was the puzzle right before the fire temple. I don't think this is right, but when I started it, I just walked right to the switch and it said 'puzzle solved.' Although that may have been the case, the hints suggest a more intricate system so I suspect it was a bug. Other than that, though, the puzzles and scenario played spectacularly. There were a ton more creative puzzles here and it kept me occupied and for the most part enjoying myself nearly the whole time, so excellent work. The puzzles were usually fun and I think were well designed.
There were a few problems in the difficulty of some puzzles, especially in that a few were way too hard. I couldn't figure out the crate bandit thing at all, and there was one pharaoh statue in the other bandit puzzle that I eventually had to give up and use vision to locate. The biggest problem, however, had to be the music thing at the end, which was very frustrating, and after a bunch of trial-and-error I had to look up how to read the notes on Wikipedia. It seems like a puzzle that particularly caters to people who can play instruments or are involved in a music-oriented career, but I don't think other people are going to get it. The rest, however, were great. The first puzzle and carnivora puzzles were fun and well made, the final puzzle with the die was fun (and took a couple of tries, but I never got frustrated at all, so great job). I also enjoyed the minutaur maze and the automaton maze and... well, pretty much anything I didn't mention I had a problem with.
Once again, you've done a great job brainstorming original puzzles. The story this time is much better and much more fleshed out, and a 'villian' character is used. Although some of the puzzles are, if you will, 'classics,' I think a big deal of the creativity would be finding ways to implement them into AoM via the triggers provided in the editor (which I imagine would be no simple task). Finally, the best, most original thing has to be the Anubis Guardian boss, which was incredible, a blast to fight, and at the same time a refreshing change of pace from the rest of the scenario. The suberb variety of puzzles and of course the concept of a puzzle scenario as a whole is what gets you a 5 here.
Map Design: 5
The scenery this time around I think is better than before, and I think worthy of a 5 rating for sure. Different areas are themed and given appropriate embellishments, terrain types, and scenery to match. The meadow was beautiful and a great contrast to the fires and skeletons of the other areas. The areas you access via the 'magic word' given by the bandit are well designed and gave a feel of actually being in a corridor or hallway. And I'm not sure where to include this, but the custom music was very well chosen and a good fit for the map. All in all, the ambience really adds to the feel of the map.
The story this time was much larger and better explained, and the grammar and spelling mistakes seemed less frequent. I like how you created a 'helper' character with its own personality to assist you in solving the puzzles. Unlike before, there were no misleading instructions or hints; everything led me exactly where I needed to go. All I can say here is 'well done.'
I think this was an incredible sequel and a very well made map, although I liked the first one a bit more in terms of being less buggy and more straightforward. The ending seemed to hint toward another game in the series, and I hope this is the case because I will definately be looking forward to it.