Prank of Loki (by David J Spetch)
Welcome to the 1 player scenario "Prank of Loki" for Age of Mythology by David Jeffrey Spetch.
It is fun and it is different. I hope you enjoy ;) Don't forget to check objectives, hints and even the spotlight to understand why what is happening, is happening.
Once you have unzipped this file, copy and paste it into your age of mythology scenario's folder.
The scenario's folder is depending on where you installed Age of Mythology. It usually can be found in:
C:\Program Files\Microsoft Games\Age of Mythology\scenario\
But some people apparently install it in their documents, and if you are one of these people, try:
My Documents\Microsoft Games\Age of Mythology\scenario\
Oh and if you have Titans, I do not :) you will have to look for your scenario's folder on your own accord.
Any comments are welcome at firstname.lastname@example.org
You can also find me on You Tube by typing DavidJspetch in search. You can also find much of my work by simply typing "David Jeffrey Spetch" in any internet search engine. Even though I have cascaded through many sites over the years much of my more recent material you can also find on google and a fairly new site called Experience Project.
I am so glad I finally took the time to understand triggers ... Enjoy!
|Author||Reviews ( All | Comments Only | Reviews Only )|
I liked playing this scenario, but some players might find it too easy. I wiped out the nearest enemy with the gift soldiers which Loki persuaded to join me; I only sent them to attack to get my population count down.
The enemies remain ally/neutral until the player changes diplomacy towards them, so I didn't play beyond defeating the first enemy (who surrendered quickly).
Map Design: 4
I liked the map design.
The objective wasn't clear; I assume it meant "defeat all other players". There was a creative storyline.
Good for someone, like me, fairly new to AoM, who likes playing Norse.
This was a better map to play compared to the previous maps of yours that I have played. I played my way through it twice. The first time and then again so I could review it. It wasn't so bad that I couldn't play it, but it could use a pick me up. That it had a story was nice, but you need to figure out how to make the story seem more present in the game. It'll add to it, really.
The balance was not lacking. The enemy attacked me, and the first time nearly overwhelmed my forward base. There was plenty of wood, and gold, and the map was of a large enough size that ANYONE could have lived off a couple caravans.I was getting almost 150 gold per run, and was nearly to ten grand just from them in a few minutes, this after getting to twenty grand or so and then spending it on Omniscience. It would have been nice to have more huntables close to the first town center, but it's not a necessity.
The map wasn't creative at all really. But story was certainly different. I would have given you a higher score here, had the story been in more than just the objectives and spotlight; maybe a cinematic or units talking. Use 'send chat', 'send spoofed chat or 'message' for this while not in a cinematic. But it would certainly help your ratings and even your download count to make the story more pervasive.
Map Design 2
As I said, the map wasn't very creative. There wasn't much on the ground that would have lifted the score here, and there weren't any really nice places to look at as far as the natural scenery went. You can use a random map to build from to save time, but it's still going to need some work to make it look nice. The general consensus is that a random map is either a two or a three score. Do something to spice it up, and that score will come up too. It doesn't have to be really extravagant, but rather just enough.
The story was definitely different. I'll give you the three for that. But there weren't any instructions. Granted the map didn't really require any, but if you were to enhance this map with a more pervasive story, then it would need some instructions. This in turn would also enhance the story. Add a message that says something like 'Objectives Updated:' or 'You have a new objective!' Or simply use the message to tell an abbreviated version of the objective itself. I.e.: 'Objectives Updated: Grab the Relic and run home!'
It took me a long time to figure out how to use objectives to their fullest, but once I did I wondered how I could be so dense. They're an effect. Use them as such. If the first objective says "Grab the relic!" then the second objective will be in a trigger with a condition 'unit garrisoned' (Or units owned) with the relic sourced, and the effect will be the second objective. "Congratulations, you've captured the relic! Now run home before the monsters catch you with it!" This is how you make the story more pervasive. It would feel more like you're playing a story rather than a one vs. four map with an objectives banner that has a prologue in it.
[Edited on 02/11/10 @ 01:33 AM]