|god of mythology
this is my first scenario!
||AoM: The Titans
it's about a village town thing attacked by bandits. you have to build up defenses because they keep on attacking.
I didn't find any bugs but if you fins some please tell me and please comment/rate.
|Author||Reviews ( All | Comments Only | Reviews Only )|
I generally rate this in terms of bugs and such. There weren't really errors except the mass of enemies in the top corner that never moved out. I guess the bottom corner group was protecting the bandit king, but who knows? One weird thing was that all the enemies spawned inside my base in a super-dense little ball (like 30+ units at exactly the same location), but the game was pretty straightforward.
You could improve it by giving notices about when enemies will spawn. Send Chat, "Your scouts report enemies closing in!" or something.
Also, you could make it more challenging. After about 4 minutes, I had a massive army that was obliterating the incoming armies.
The game was too easy. There's not much that can be said about that, but I'm only a 1650-1700 player and I almost fell asleep (and had I fallen asleep, I probably would have won anyway). I would simply remove the ability to produce villagers (and maybe have the player start with 3 or 4). This way the resource income could be more stable and it would be easier to design a map that would require a little micro and solid macro to beat.
It's a defend your X. Everyone starts with uncreative maps, and I really don't like this category of rating. I liked how after beating back the assaults, you got to go out and kill the bandit king (although he died almost before I noticed he was named "bandit king."
Map Design: 3
It's really not important, especially for your first map, but when you create a really long term project, you'll want it to be prettier. The walls only guard invasions from the north, but the enemies spawn in your base. The walls don't have the mini fort/towers on them that even the default game walls do. In general, the map is pretty bare, but I like the lakes and the compact feeling of the base.
There really weren't many. It wasn't too confusing, because it was a defend your X, but I wish it had told me to go outside my base and go kill the enemies. I spent a few minutes with a 190 army sitting there, wondering if I should move out.
Just in case the enemies were supposed to attack my base, there are some errors with a number of triggers that work in playtest scenario but not in Play Scenario or Online. Check the forums or ask in the question thread for work arounds.
Also, just make the map harder. Make it so you can't age up to Heroic (e.g. ban building an armory). Make it so you can't build more villagers. Make resources more scarce. Honestly, if the map had been more challenging, you would get higher marks in probably all the categories. With all the downtime between waves, I noticed the emptiness of the map, I was a little confused about what to do, and I didn't have as much fun.
But then again, these rating systems are totally arbitrary, and changing your design game plan to get better marks is actually counterproductive.
You can also add Send Chat triggers to give players information about what's happening. "Time until rescue" countdowns or "Time until next wave" help guide player decisions, although they give up the sometimes fun unknown factor.
[Edited on 06/06/08 @ 08:55 PM]