||AoM: The Titans
About-Try to defeat the Norse Giants, while you also try to keep a good economy in the low building space. There is only one objective.
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More information please, about the map, what you do in it and something which makes people want to download it, and a screen shot.
[Edited on 11/26/08 @ 12:09 PM]
This scenario need a lot of things to be fixed:
_Add a presentation, like a cinematic
_Do not put triggers who makes a very increased rate
Exuse my english.
The deathmatch-like gameplay was very fun, but don't be afraid of involving resource-gathering in your scenarios. It adds a whole new layer of depth, and can actually be more fun than otherwise.
The naval warfare was a very nice touch. I would have made the giants start out with naval myth units (probably Krakens) to make the waters even more important. Having no need for fishing ships, of course, made the waters significantly *less* important.
There were no significant bugs, and the trees were a nice touch, but with the resources, winning almost became a click-race. Underworld Passage removed the tree element almost entirely, and it was a little too easy to take advantage of the situation with archers. I would have given the enemy a greater variety of units, just to keep things interesting. Definitely give them some more ranged units, so they can take advantage of the trees as much as the players.
It was a little too easy to off the Nidhogg with a bolt.
Very little eyecandy, no narrative, and the setting wasn't unique at all. Go crazy with the editor next time; add all sorts of bushes and rocks and ruins and things the player wouldn't expect. In the end, there should be at least one major aspect of your scenario that the player has never quite encountered before.
Map Design: 1
No terrain blending at all, except that produced when you placed the buildings. Take a look at the original AoM campaign, and how different levels of grass and dirt are blended. Focus on the little things; try to include grass, bushes, sprites, rocks, anything else you can think of, and lots of it. Looking at how each embellishment is used in Ensemble's campaign should help a lot.
Some cuts in the terrain were way too steep, especially in the towns. Try to keep things roughly level as a general rule in inhabited areas.
Grammar was pretty good, with a few typos. There were objectives, hints and even a spotlight, but each of these were only a sentence in length. Try to elaborate more; go into detail with the objectives and especially hints, even if it's just one or two more sentences. It's considered bad form to mention yourself ("I suggest..."); at all in the scenario, except in the third person.
Everything would have been infinitely more engaging with a concise story. I know it's a pain, but you have no idea how much more meaningful a game can be when you put stuff into dramatic context. Look carefully at the original campaign's cinematics to learn how to best do that, or experiment yourself. There are lots of guides on doing good cinematics scattered around the site, but there are other ways of making a narrative evident, as well. When you brainstorm your next scenario, try to think more of what surrounds the events on a personal level to the heroes, rather than what type of gameplay would be involved.
Very nice effort, especially if this is one of your first scenarios! The main thing I would focus on is not letting the editor do everything for me; just because you use the Forest tool doesn't mean you have a forest, and the Cliff tool certainly can't make a mountain. Experiment with placing trees individually, and use little things like bushes and rocks. For every square of terrain, ask yourself if there's something you can do to beautify it further.