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Author |
File Description |
wolveski |
Posted on 11/17/05 @ 03:30 AM (updated 11/26/05)
File Details |
Style: |
Mix |
# of Scenarios: |
6 scenarios,5 cinamatics |
Version: |
AoM: The Titans |
The Full Version Of The Demon Knights.
A Tale Of Love Between Krull And Mellodulla And The War Between Them.
update added
hope you enjoy :) |
Pages: [1] 2 3 4 5 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Ghostkeeper |
Posted on 11/18/05 @ 09:10 AM
Playability: 2
Not the very best one, but it's a start.
Balance: 1
Sometimes, you could just build up your base and slowly destroy all enemies one by one. This is caused by the fact that there is no AI at all.
Creativity: 4
Pretty creative objectives.
Map Design: 2
I miss the eye candy.
Story/Instructions: 2
The story is okay, but the only time you actually made an objectives banner, is in the first scenario.
Additional Comments:
There are still alot of bugs. This is an almost complete list:
1 There is no function to skip the cinematics.
2 There is no music, except for one song in the second scenario, and when you attack a village or use a destructive godpower.
3 There are many spelling mistakes.
4 The first attack of the first scenario is very hard. You must learn first to hold Krull behind a wall and create alot of priests.
5 There are no player names.
6 The rest of scenario 1 is easy when you create many, many priests. This is due to the fact that all enemies are mythical beasts.
7 There is a strange "text" message in the cinematic between the scenarios 1 and 2.
8 Repairing the temple in scenario 2 takes long and is boring.
9 In the cinematic between the scenarios 3 and 4, you are being attacked while the cinematic is playing.
10 The trigger that causes the second objective message to appear is only triggered if 1 certain Boulder Wall unit is destroyed. If you destroy the others, you have done that for nothing and the next objective won't appear.
11 In the cinematic between the scenarios 4 and 5, it is clear that the obscured units function is still on.
12 In scenario 5, the first objective is done immediately when you have begun.
13 In scenario 5, there are green villagers and a Katascopos at the base. These are the green player's starting units.
14 In scenario 5, one of the Sons of Osiris appears within the temple. He is stuck.
These are the solutions:
1 There is the condition "On Abort", which checks if you have pressed the escape button or such. When you abort the cinematic, play an "abort" track, which moves the view to a zoomed out position in 0.001 seconds, and disable all triggers concerning the cinematic. If units move in the cinematic, make them teleport when you press the abort button.
2 Use the effect "Music Start" in a trigger that fires if the game starts.
3 Rewrite the text and mind capital letters, interpunction and spelling.
4 Decrease the amount of hydras.
5 In the player data menu, change the player names to "Krull" and such.
6 Make an AI by going to the player data menu, and clicking the button "AI" next to the enemy (and maybe ally) players. Next, select the file "aomdefaultai.xs". Finally, click "Open". Also change some of the mythical beasts into human fighters and heroes.
7 Remove the effect creating this text.
8 Use a normal temple and damage it using the "Damage %" effect.
9 Go to the diplomacy menu and make player 1 and 2 neutral to eachother (white), and then place in the end cinematic trigger twice the effect "diplomacy" and make player 1 and 2 enemies again.
10 Make a condition for every block and tick the "or" button.
11 Make the effect "SetObscuredUnits" set the obscured units off. Make sure you set it on again with the same effect when the cinematic is finished.
12 Make a condition for the second objective, or when you have a distance to point or unit cindition, make sure the operator is correct.
13 Make a trigger with the highest priority and start immediately ticked. Then make the effect "set tech status" and disable the tech "starting units greek" for player 3. Otherwise, you can disable the villagers and the katascopos units for player 3 in the Forbidden Units menu.
14 Make the unit spawn somewhere else than in the temple rectangle.
Wow that was a whole lot of text.[Edited on 12/19/05 @ 01:09 AM]
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Slickman_G (id: slickman_g) |
Posted on 11/18/05 @ 10:52 AM
Very good review! |
wolveski
File Author |
Posted on 11/18/05 @ 08:04 PM
thanks for the review,just a couple of things
2 There is no music, except for one song in the second scenario, and when you attack a village or use a destructive godpower.
i had music on every level which i assumed was default music,i will look into that
7 There is a strange "text" message in the cinematic between the scenarios 1 and 2.
thought i'd taken that out sorry bout that
10 The trigger that causes the second objective message to appear is only triggered if 1 certain Boulder Wall unit is destroyed. If you destroy the others, you have done that for nothing and the next objective won't appear.
could of sworn i did them for all,thanks for that one
well it looks like i have a lot of bugs i didn't notice,so will do an update and try and fix them asap thanks for the advice |
Ikdus |
Posted on 11/20/05 @ 03:26 PM
Playability: 1
I got dropped in the first level, the narrator said something and all of a sudden there was this huge crowd of hydra's attacking my base! That really sucked. The first scenario's start was the hardest part of the whole campaign, that just isn't right.
Balance: 2
Was there balance? You yust could kill every single dude, but he's the only one who will attack you. Put some AI in, seriously, that'll help alot. And better balance the scenario. Just giving the enemy a larger army everytime doesn't make the game harder if you get a few implode's!
Creativity: 3
Sometimes i couldn't find any creativity, on other places it was full of. The stroy was pretty creative, and the cinematics were so-so, you really should try to make some animations.
Map Design: 2
Bang! I got shocked here. It was obvious that you let the computer design most of your maps. This made them look better but well... It just took my respect for you down. Anyway, the bases were even more crappy
Story/Instructions: 4
The story was very good, couldn't doubt about that, nice settings and the cinematics made it even more clear, so that's OK. But the instructions sucked. You just throwed me in the snake pit and closed the closed the pit! Make objectives!!!!
Additional Comments:
I can't say anthing more without looking like i copied cavetown, but don't get down! If you just practice a bit, you could relaese a new version of the demon nights and give krull the campaign he deserves!
[Edited on 11/28/05 @ 09:43 AM]
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wolveski
File Author |
Posted on 11/21/05 @ 05:10 AM
thanks for the review. i am working on an update but still having trouble with them blasted animations they just do not want to be nice to me and work (it is set animation isn't it?) and your right i did let the p.c make the maps (my bad) the update might take a while but i will try and get it up as soon as i figure out why thease animations won't work |
Ikdus |
Posted on 11/22/05 @ 07:21 AM
(Just a help for animations) Selcet an unit, and open 'view animations' in the cinematics menu. There you choose a animation and write it down. If it says: 'Skult_aomsp27thepass.grn' you must write down: 'Skult_aomsp27thepass', so cut the .grn off. Hope you can put some use to this. B.T.W. i'm near to realising a scenario of my own (yay) |
wolveski
File Author |
Posted on 11/23/05 @ 07:28 AM
thanks for that it worked but my ajax animations arn't all the other models work fine just that one i even tried to change from ajax to ajax with the change protounit trigger but no joy i will get round it though determined to get it working.
looking forward to seeing your scenario and take some tips :)
thanks for all your help guys |
Ikdus |
Posted on 11/23/05 @ 02:34 PM
Thnx wolve, but don't expect to much, i'm no pro anyway. 'bout the Ajax animations: maybe you first must choose the player he belongs to in the place object thingie, and then try again. Succes with your remake! |
wolveski
File Author |
Posted on 11/25/05 @ 10:47 AM
I DONE IT I DONE IT I DONE IT!!!!
ikus i could kiss ya!! (not going to though)
reson i could not get the ajax animations working is because i was using ajax(hero) insted of ajax(spc) fixed a load of bugs and added ai looking like a good scenario now should be released soon |
Ikdus |
Posted on 11/25/05 @ 01:53 PM
Hooray! I'm really gonna play the remake! Great it finally work. I'll test it if you want, cuz that's a must. (i mean to let others test it) Glad you didn't kiss me :p |
Pages: [1] 2 3 4 5 » Last » |
HGDL v0.8.2 |
Rating |
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2.3 | Breakdown |
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Playability | 1.5 | Balance | 1.8 | Creativity | 2.8 | Map Design | 2.5 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 2,621 |
Favorites: [] | 0 |
Size: | 3.47 MB |
Added: | 11/17/05 |
Updated: | 11/26/05 |
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