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Descent into the Underworld
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Author |
File Description |
perpetual_n00b |
Posted on 07/04/09 @ 05:12 PM
File Details |
Screenshot:
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Version: |
AoM: The Titans |
DESCENT INTO THE UNDERWORLD
Synopsis
King Eurytheus has tasked Heracles with 12 labours. For the 12th labour Heracles must descend into the Underworld and capture Cerberus, a creature against whom Heracles' weapons are useless.
Take control of the hero Heracles and journey to Eleusis to learn the secrets of the Eleusian Mysteries which will allow you to enter the Underworld safely.
Once in the Underworld seek out and capture Cerberus. Along the way you will encounter Charon the ferryman of the river Styx, the hero Theseus who has been imprisoned in the Underworld and the goddess Persephone wife of Hades and daughter of Demeter.
Requirements
This scenario requires Age of Mythology: The Titans expansion
Game Features
- 30+mins of RPG-style gameplay.
- Random aspects. Who stole the relic? What does the amulet do? Etc.
- Choose the order in which you complete some objectives.
- The opportunity to collect gold and buy potions and weapons amongst other things
- 400 x 400 map
- 4 difficulty levels
Development History
This scenario was originally intended to be part of a campaign based on the 12 Labours of Heracles (yes, I know, very original) and is centered around the 12th labour. This is my first completed scenario since I started playing around with scenario design a couple of months back although I do have a number of other scenarios near completion. |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Valuax |
Posted on 07/05/09 @ 06:54 AM
Playability: 5
The Playabillity is a five, because there was very long gameplay there was about thiry minutes of gameplay and the scenario was very well made and i really enjoyed playing it also the gameplay was there unique because there was quests and one of the quests is where you had to go to four temples in order to enter the underworld the temples were Air,Fire,Earth and Water and they all had there own Priests and unique feature about them. I really liked that. Also it is very unique because there was relics and you could pick them up and then you recieves something like gold or a item and that was a brilliant idea and there was also a feature where if you selected a villager or whatnot you could buy food,potions or ever a drink! So the Playabillity is a five!
Balance: 5
The Balance is also a five, because it was a very Balanced scenario such as there was all cinimatic and all quests there was a bit of both and i liked that idea also there was like just two snakes vs Hercles and then you just win the game there was quite alot of myth unit such as there was the Medusa The Cyclops and also the Hade Shades; The Hades Shades were not attackble and they were renamed lost souls and there was a quest to find five or six lost souls for Persophone. Also is was a very very balanced scenario because for the Cerberus part you didnt just place a Titan unit and just placed him there you created a unique sytem where if you stand near the Statues Of Hades there transform into Zeus Statues and do the God Power Bolt, And that made it very awesome and unique.
Creativity: 5
The Creativity is also a big five, because it was very creative you used one of the most populer greek myths and transformed it into a fantastic greek myth. Also the scenario was very very unique and creative because you created lots of new sytems for this particuler scenario and you put alot of effort into this and i think you tried very very hard and also you were very creative in the eyecandy and the map because you put so much detail in a small spot that it became a gigantic spot if you know what im saying, You put alot of detail and this scenario is very very intrecate.
So that why the Creativity is a five again.
Map Design: 5
The Map Deisgn is another five, because the eyecandy is so perfect and intrecate that it fits in perfectly in the scenario and also the eyecandy of the grass and the water and even the temples was brilliant such as you used Fountins around the temples and that idea was great. Your abillity for mixing terrians is very very good because you know how to mix grass with other grass and you blended the object "Grass" with the terrian Grass very well and that what makes the eyecandy so good.
I really liked the eyecandy of the mini city or town even because you mixed Greek Road with City Tile and that idea was pretty good i have a tip for you in making town and cities you should use grass and greek road because that makes it look very nice and better than City Tile.So that why the Map Design is a five!
Story/Instructions: 5
The Story and Instructions is another five, because the storyline was very accurate to the greek legend/myth Heracles although you didnt used all of the task he done. Also the storyline was very unique because of the temple feature that was a brillaint feature probaly no other scenario used this temple feature and that boosted the storyline up to a five. Also the storyline was very good because you get to enter two worlds such as Ancient Greece and The Underworld also known as Hades. The instruction was probaly the best instructions i have ever seen because you put alot of objectives not just one persific one and the hints was very very well wrriten (or typed) because i got stuck on a few task and all i had to do is look at the hints on the objective screen. Such as i got stuck on the Sarcred Earth one where you had to get six diggers i didnt know where the last two were so i looked at the hints and it said all the diggers names i knew where the Grave is so i just went there and then the Grave Diggers came and digged it up. So it is a five.
Additional Comments: This Scenario is worth downloading i hope we can design scenarios together one day and this scenario has alot of intrecate (detail) so if you are reading this download asap!
French Version:
Jouabilité: 5
Le Playabillity est un de cinq ans, car il était très long, il était sur le gameplay Thiry minutes de gameplay et le scénario est très bien fait et j'ai vraiment apprécié la lecture mais aussi le gameplay était unique parce qu'il y avait des quêtes et l'une des quêtes est l'endroit où vous a dû aller à quatre temples pour entrer dans le souterrain les temples ont été Air, le Feu, la Terre et de l'eau et ils ont tous leurs propres prêtres et des caractéristiques uniques à leur sujet. J'ai vraiment aimé ça. Aussi, il est très unique parce qu'il y avait des reliques, et on a pu aller les chercher et vous reçoit quelque chose comme de l'or ou un point et que c'était une idée géniale et il y avait aussi une fonction où, si vous avez sélectionné un villageois ou quoi encore, vous pouvez acheter de la nourriture, potions ou jamais boire un verre! Ainsi, le Playabillity est une période de cinq!
Bilan: 5
L'équilibre est aussi une période de cinq, car il est très équilibré tel scénario car il y avait tous et toutes les quêtes cinimatic il ya un peu des deux et j'ai aimé cette idée, il y avait aussi, comme deux serpents vs Hercles et puis que vous venez de gagner le match il y avait beaucoup de mythes tels que l'unité, il y avait le Medusa Le Cyclope et le Hade Shades, The Shades Hadès ne sont pas attackble et ils ont été rebaptisés âmes perdues et il y avait une quête pour trouver cinq ou six âmes perdues pour Persophone. Aussi, il a été très très équilibré parce que le scénario de la part de Cerberus didnt vous suffit de placer une unité de Titan et juste placé là que vous avez créé un système où si vous vous tenez près de l'Statues de l'Hadès, il se transforment en statues de Zeus et de faire de Dieu Power Bolt , Et que, il est très impressionnant et unique.
Créativité: 5
La créativité est aussi un grand de cinq ans, parce qu'il a été très créative que vous avez utilisé l'un des plus populaires mythes grecs et la transforme en une fantastique mythe grec. En outre, le scénario a été très créative et très unique parce que vous avez créé beaucoup de nouveaux systèmes particuler pour ce scénario et vous avez mis beaucoup d'efforts sur cette question et je pense que vous avez essayé très très difficile et vous avez été très créatifs dans la eyecandy et de la carte, car vous mettre autant de détails dans une petite place qui est devenu une gigantesque place si vous savez ce que dans le dire, Vous mettez beaucoup de détails et de ce scénario est très très intrecate.
Alors que la raison pour laquelle la créativité est une période de cinq fois.
Map Design: 5
La Carte Deisgn est un autre de cinq, parce que la eyecandy est si parfait et intrecate qu'il s'inscrit parfaitement dans le scénario et le eyecandy de l'herbe et l'eau et même des temples était brillant, tels que vous avez utilisé Fountins autour de l'idée que les temples et les was great. Votre abillity pour mélanger terrians est très très bien parce que vous savez comment le mélange d'herbe avec d'autres graminées et vous mélanger l'objet "Grass" avec le terrian Grass très bien et que ce qui fait la eyecandy très bon.
J'ai bien aimé les eyecandy de la mini-ville ou de ville, même parce que vous avez mélangé avec la ville grecque Road Tile et cette idée est très bonne j'ai un bon tuyau pour vous rendre dans la ville et les villes, vous devez utiliser l'herbe et la route grec, parce que il est très agréable et mieux que la ville Tile.So-ce pour cela que le plan de conception est une période de cinq!
Story / Instructions: 5
L'histoire et instructions est une autre de cinq, parce que le scénario était très précis à la légende grecque / mythe Heracles didnt utilisé même si vous êtes tous de la tâche, il fait. Aussi l'histoire est très unique parce que le temple de la fonction qui a été une caractéristique brillaint probablement pas d'autre scénario utilisé cette fonction et que le temple de l'histoire grâce à un cinq. En outre, le scénario est très bon parce que vous avez à entrer dans deux mondes, tels que la Grèce antique et le Underworld également connu sous le nom de l'Hadès. L'instruction a été probablement le meilleur des instructions que j'ai jamais vu parce que vous avez mis beaucoup d'objectifs non pas un seul persific et les indices a été très très bien wrriten (ou dactylographiés), parce que je me suis coincé sur un petit nombre de tâches et tous les a i à faire est de regarder Conseils à l'écran de l'objectif. Tels que je me suis collé sur la Terre Sarcred où vous avez dû recevoir six pelles i didnt savoir où les deux derniers ont été si je regardais les conseils et il a déclaré que tous les noms des mineurs i savait où la Grave est juste allé i et alors la Grave Diggers s'est creusé et le composent. Il s'agit donc d'un cinq.
Commentaires: Ce scénario est intéressant de télécharger, je l'espère, nous pourrons concevoir des scénarios ensemble un jour et ce scénario a beaucoup de intrecate (détail), donc si vous lisez ce download asap!
Spanish Version:
Jugabilidad: 5
El Playabillity es un cinco, porque no había mucho tiempo de juego se acerca Thiry minutos de juego y el escenario fue muy bien hecho y me gustaba también jugar el juego fue único porque allí hubo misiones y una de las misiones es el lugar donde se tenía que ir a cuatro templos a fin de entrar en el submundo de los templos eran de aire, fuego, tierra y agua y todos los sacerdotes tenían su propio y singular característica de ellos. En realidad, me gustó eso. También es muy singular porque había reliquias y puede recogerlos y entonces usted recibe algo como el oro o un tema y que fue una brillante idea y también hubo una característica que si ha seleccionado un aldeano o cosas que usted puede comprar alimentos, pociones o nunca, una bebida! Por lo tanto, el Playabillity es un cinco!
Saldo: 5
El equilibrio es también un cinco, porque era un escenario muy equilibrado, como se cinimatic todos y todas las misiones hubo un poco de ambas cosas y me gustaba esa idea, como también hubo sólo dos serpientes vs Hercles y, a continuación, que acaba de ganar el juego hubo mucho de mito de la unidad como se la Medusa El cíclope y la Hade Tonos, Tonos El Hades no attackble y se rebautizó almas perdidas y hay una búsqueda para encontrar a cinco o seis almas perdidas para Persophone. También es un escenario muy, muy equilibrado, ya que por parte de Cerberus didnt sólo una unidad de Titan y sólo lo puso allí que ha creado un único sistema se que si están cerca de las estatuas de Hades allí se transforman en estatuas de Zeus y que el Dios de alimentación de pernos , Y que ha hecho muy asombroso y único.
Creatividad: 5
La creatividad es también un gran cinco, porque era muy creativo que ha utilizado uno de los mitos más populer griego y lo transformó en un mito griego fantástico. También el escenario es muy singular y muy creativa, porque ha creado muchos nuevos Sytems particuler para este escenario y que puso mucho esfuerzo en esto y creo que ha intentado muy duro y que también fueron muy creativas en el eyecandy y el mapa, ya que puesto tanto detalle en un pequeño terreno que se convirtió en un gigantesco terreno si saben a lo que im diciendo: Usted pone una gran cantidad de detalle y este escenario es muy, muy intrecate.
Así que por qué la creatividad es un cinco de nuevo.
Mapa del diseño: 5
El Mapa es Deisgn otros cinco, porque el eyecandy es tan perfecto y intrecate que encaja perfectamente en el escenario y también el eyecandy de la hierba y el agua e incluso los templos era brillante como el que utilizó Fountins alrededor de los templos y la idea fue genial. Su abillity para mezclar terrians es muy muy bueno porque sabe cómo mezclar con otras hierbas de césped y mezclado el objeto "Pasto", con la hierba terrian muy bien y que lo que hace que el eyecandy tan bueno.
Realmente me gustó el eyecandy de la mini ciudad o pueblo, ya que incluso mezclado con el griego Carretera Ciudad Azulejos y esa idea era muy buena tengo un consejo para usted en la toma de la ciudad y las ciudades se debe usar el césped y griego, porque la carretera que lo hace muy bueno y mejor que la Ciudad de Tile.So que por qué el diseño es un mapa de cinco!
Historia / Instrucciones: 5
Instrucciones de la historia y es otra de cinco, porque la historia es muy fiel a la leyenda Griego / mito de Heracles aunque didnt utilizarse todos los de la tarea que hacer. También la historia es muy singular debido a la característica de que el templo fue una característica brillaint probablemente ningún otro escenario de uso de esta característica templo y que impulsó la historia hasta un cinco. La historia también fue muy bueno, porque puedes entrar en dos mundos, como la antigua Grecia y el también conocido como Underworld Hades. La instrucción fue probablemente el más instrucciones que he visto nunca, ya que poner un montón de objetivos no sólo un persific uno y los consejos era muy muy bien wrriten (o escrito), ya que tengo pegada en un número reducido de tareas y todo lo que tenía que hacer es mirar en los consejos sobre el objetivo pantalla. Como la tengo pegada en la Tierra una Sarcred donde tenía que conseguir seis mineros i didnt saber dónde fueron los dos últimos así que busqué en los consejos y dijo que todos los nombres de los mineros que sabía que la tumba es tan i justo y fue allí entonces la tumba excavada y excavadoras llegaron ella. Por lo tanto, es un cinco.
Comentarios adicionales: Este escenario es un valor de descarga Espero que podamos diseñar escenarios juntos un día y esta situación tiene mucho de intrecate (detalle), así que si usted está leyendo esta descarga lo antes posible!
[Edited on 07/05/09 @ 06:56 AM]
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chimeracranim |
Posted on 07/06/09 @ 12:02 PM
Playability: 4
This was very fun to play, no lag. It didn't feel like playing an RTS, it felt more like playing an RPG. I played this after playing The Mystic Hero, and I loved that camera work, download that scenario and see what I mean! It would give this a much more RPG feel! No lag on my end, all triggers worked perfectly.
Balance: 5
I liked the no regeneration for a one unit game, as all the other scenarios with one protagonist all have regeneration. After taking down the strongman, a chimera, a looter and a cyclops, I realised I was on very low health. Eventually I found a "potion" that gave me restoration and filled up 3/4 of Hercules' health, not all of it, so that was good as well. I liked the healing circles in the underworld, however the healing Hercules got from the water shrine meant that I didn't need any healing after I got the water blessing.
Creativity: 4
A story of Hercules' Labours is nothing new, but this design is unique. As I said before, it didn't feel like an RTS as AoM is. I loved the way the city came to life, with a couple soldiers, ox carts, merchants and priests really bringing the city to life. I also liked the circus, and the side quests (e.g. helping the berry farmer, finding and killing monsters, strongman etc).
Map Design: 4
Nothing to flaw here. As I wrote earlier, I loved the city! Lots of great eyecandy everywhere and I loved the sky passages changing teams as Hercules got out. I also liked the camera tracks showing the way to the shrines. I also liked the Styx, with the creatures swimming around the ferry.
Story/Instructions: 4
Hercules' Labours are great stories, and I liked the idea of putting the stories into a game. Nothing original though, but this was a great adaption. The instructions were good, with hints and objectives saying exactly what to do. The hints made me think a bit, I liked that as some other hints to objectives usually spoon-feed help to the player, if you understand what I mean.
Additional Comments:
Great, great scenario, anyone interested in Hercules' Labours should download it. I'm interested in whether there will be any more of his labours coming out on scenarios!
I had a great time playing this, I do reccomend it and would like you to continue making more like these.[Edited on 07/21/09 @ 04:45 PM]
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Yeebaagooon
Staff |
Posted on 07/14/09 @ 07:57 AM
Playability: 4
Congratulation, I have to say I thoroughly enjoyed playing this map. You've created a very good scenario here.
As far as playability is concerned, I found no bugs and was always interested in your storyline and objectives. All the missions were very fun and gave your scenario a true edge.
The reason this gets a 4 instead of a 5, is the simple fact that the battle with Cerberus is just too short. I was just left there saying 'is this it?'.
Balance: 4.5 (rounds down)
The balance for the main scenario was very good. Although there was minimal fighting, the puzzles were all very well done and balanced. Finding the sky passage was the most challenging part of the scenario, and I almost gave up just before I saw a ramp going up to the cliffs.
But yet again, the final battle brought this rating down. The battle was far too easy, I only got hit once or twice. It was better than just aimlessly killing it, but the whole thing was over in under a minute.
Creativity: 4.5 (rounds up)
I can't fault you here. True; it's been done before, but I haven't seen it done so well. Having to seek the 4 elemental blessing was done very well. When doing elements, you have to take care not to make them too dull like most people do, but to my delight, you pulled them all off nicely.
The extra missions and side quests were brilliant and well thought out as I stated before. The scenario was quite free roaming, and allowed the player to explore at their leisure.
Map Design: 4
Good map design. The elevations were all done very nicely, and the main temple area was very good and lively. Making people move brought the city alive.
The map design was very much like ES map design. That is good, but there weren't any really spectacular scenes. Not really a fault as the map fits the story very well.
Story/Instructions: 5
The instructions were perfectly clear and a quick look at the objectives answered any questions that I had.
The final labour was portrayed very well. I was expecting more fighting, but the puzzles were all good enough to rid the scenario of the need for fighting. I was hoping to see an ending cinematic or something; so the story was inconclusive.
Regardless of what I've mentioned above; it's still a great map and you should be proud of the quality and standard achieved in it.
Additional Comments:
Certainly worth a download. |
Silicone Ruff Jr |
Posted on 07/15/09 @ 01:17 AM
Playability: 5
What can I say? For the most part, you clicked on your unit, right-clicked on an enemy, and watched it die. I'm not going to down-rate you for that, because you were making an RPG, and that's the audience you were aiming for.
You did find some ways to make the gameplay more fulfilling than a clickfest. The gold system, the items, and the dangerous choices (allergies XC). You made the boss-fight dangerous yet approachable--you found a way to make it happen, and make it somewhat challenging, so you've done the best anyone should expect here. =D
Balance: 5
Even at the end, I had a lot of health. I wondered why things weren't that challenging, then I realized I was on Easy.
YOU USED DIFFICULTY LEVELS! Good job, sir! :D
Creativity: 5
King Eurystheus at the beginning could've had an icon, and a few of your camera tracks could've used fade-in transitions. Many units didn't have a player name, which was a little weird. It's always a good idea to give every player you use a name, even if it's just "Villagers" or "Townspeople". By the way, it would be better to present NPC dialogues not in cinematic as spoofed chats--try that trigger out, and see what I mean. Still, these are minor flaws. The Fire Walker was a very impressive concept, all the special effects for Blessings were nice, and the path leading to and from the Air Temple was fun. Ultimately, you took a myth that might not fit very well into a game like AoM and found a good way to translate it.
Map Design: 4
The player starts at the very edge of the map, which is actually a no-no. The edge of the map is considered sort of an immersion breaker--take a look at the main campaigns, and see how often you encounter it. The terrain mixing was fine, but try to add more variance in elevation--just make things more lumpy! You used sprites, which was very good. The "epic" areas, though, like the ones containing Cerebus, just didn't feel epic. Try to take an example from The Guardians--obviously, you can't match Oscar's eyecandy yet, but there's generally a call to step it up for the main bad guy's base. Experiment with eyecandy, embelishments and elevation to make it sinister. The road before town looked pretty cool, with the cross-section and all. There was also a lack of normal rocks, and some scattered, small patches of trees would've been nice. Terrain design is an imprecise art, but trust me: experience like this will definitely help you improve.
Story/Instructions: 4
The objectives were clear, but they lacked explaination, and weren't presented as normal dialogue. Why are the four blessings required for Heracles to enter the Underworld? What's their history, how do they fit in the world? Why don't the priests even introduce themselves? Think about quests in normal games--there's usually some dialogue to build character before a clear goal is given. Take the first part--Heracles could've argued with Eurystheus, building both of their characters, before it's revealed he needs to capture Cerebus. All the secondary quests were extremely simple--just move from point A to point B--try something like adding a time limit--either a counter or constant damage until something happens--next time. The "x/6 diggers" thing was very well-done. Consider playing "new_objective.wav" whenever a new objective is given, so it feels more like the main campaign (I believe you said that's what you were aiming for). Peresphone's comments about my freeing the souls were written well, so they didn't get repetitive. Also, why were the columns belonging to your enemy? x)
The main thing the scenario lacked was a decent ending. Where's the payoff? Sure, you captured Cerebus after a few bare-bones comments by Hades, but I think there should be some resolution struck between Euristhyius and Heracles, some emotionally climactic moment that makes everything seem worth it.
Additional Comments:
In the end, here are the three things I think you can work on after playing this scenario:
*Extending dialogues to flesh out characters,
*Working on scattered embellishments--making sure every square of terrain has something interesting, and:
*Pulling all the character development and story together into a climactic ending.
Hope this helps! =D |
Milkman Matty (id: Khan And Steak) |
Posted on 07/16/09 @ 06:58 AM
Playability: 4
I liked your map, it is well presented and creates a decent atmosphere. There was no lag or jumpy camera tracks and I was never confused on what I was to do. I finished the scenario the way you intended to, despite my best attempts :). The way the scenario played was smooth and cruisey. There was no rush to complete anything, so you could make sure that you've done everything before going forward. The main thing that brought the rating down here was the lack of name changes... Sure, keeping things like "villager" is fine, but you didn't change the names from units like "Toxotes" and "Myrmidon". Although this may seem a bit harsh - those names reminded me that I am playing a supremacy based game and as such brought down the atmosphere that you created with your map design. Another thing that would have been nice is some music, AoM has a range of musical tracks to choose from and it was a shame to only use one of my senses in this scenario. Don't be disheartened though, I loved the quests there was a nice variety but more on that later :).
Balance: 4
It was nice to see that you manipulated various avenues of statistical categories and combat to create a very nice level of balance. The things that you could buy where not always good, thus you equalised the good with the bad very well (the amulet was bad, the weapons where good etc.). As a whole however, the game was too easy. I didn't need to reload once, the monsters where too easy, I never came close to dieing and the last boss was very easy. Don't get me wrong, you'd only have to about 100 HP to some of the enemies to make them more of a challenge, others however would need their attack buffed as well. The Last boss, while entertaining, was a let down in the difficulty side of things. The last boss that you spend all of your time preparing for and trying to get to - dies in about 1 minute, without dealing even a quarter of my characters health. Great way to fight the boss, but way too easy. Perhaps placing more monsters or harder monsters on harder difficulties could be implemented? Doing so would boost your score here :).
Creativity: 4
Wow oh wow, great interactive atmosphere with a nice ideas-base behind it. Loved the quests - good variety, not repetitive and interactive and entertaining. Some main things that I think could have been worked on include:
1. More name changes, like "grave" instead of "dig pile" - this adds to the atmosphere (a lot more than I previously thought it did).
2. The underworld was too linear. The above ground scene was perfect (good!), which made the underworld look even worse (bad). I liked the part where you had to find the souls the best (again great job on the quests) solely because you used wide area. Apart from that part the player is constantly going forward - never backwards not even side-to side. I think that this could have been polished better.
3. The camera tracks were average. They weren't bad, but they weren't great like the majority of the map. Not a big issue - but improving them would be beneficial.
The quests were great, nice variety and reason behind each one. The randomised good/bad scenario for the potion, cooked meal etc. was also rather nice. I like the way the town operated like a town and didn't just look like one. Merchants and villages and town guards and priests all mixed together to create the hussle and bussle of a real city. The things that each character said was also a nice addition.
Map Design: 4
The map design was above average but not excellent. The main thing that, in my opinion could be better is the blank and unused spaces. There are a number of them; there is one behind the city, it is blocked off by trees and cliffs from both sides - the only way you can get to it is when you obtain the boat in water temple quest. However once you get there nothing is there, it's just plain "Grass A". Another is South-East of the waterfall a random unused space filled by "Greek Cliff B", surely your creative mind could have put something there, even just a water temple statue would have been better than nothing. One more is found on the other side of the island between the fire temple and the water temple. Two path leads to an empty area of "Greek Cliff B" again - easily could have embellished this area. The very small island with the bear on it could have been incorporated into the game in my opinion. And the last area that I will pick on is the lava flow in the underworld, it does it's job of blocking the majority of the path through, but it rather bland and lifeless - I'm sure you could spice it up with some moving lava or add a shrine or something sticking out of it to use more of the map space.
As an additional note I think that the Water Temple's dock area could have used some different terrains.
Again don't be disheartened - you still got a 4 in this category and it is easy to see that a lot of time has been invested into making up scenic places such as the Graveyard and the Town and the Circus. Things like the terrain blending in the underworld and the fire-walker's path also stood out in my books. Well done.
Story/Instructions: 5
Both Instructions and Story are present in this scenario. The instructions are short, clear and straight to the point. I was never lost on what to do at any time throughout the scenario. Whilst the foundations of the story is a bit bland, you have embellished the story quite well adding in all sorts of quirky things that make the storyline all the more interesting. Well done :D. No spelling or grammatical mistakes really stood out when I was playing the map either - which is a rather nice change :p.
Additional Comments:
All in all a great map. With further polishing I am sure that it could become an excellent map. Be happy with what you have achieved because you just scraped into the "Best Files" page :D
Congratulations ~ Steak[Edited on 07/16/09 @ 07:26 AM]
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Guard of Olympus |
Posted on 07/27/09 @ 08:37 AM
Well, here's the review:
Playability: 4
The playability of the scenario was excellent, but it had a few glitches. I like the side-quests and all the opportunities one gets when playing, it makes the scenario feel very realistic. I liked that Hercules got better abilitys for every relic he found. And the city movement was very realistic and creative.
I like have you have changed the names of a lot of units, it makes a nice effect.
The cinematics were short, straight to point and easy to understund. The camera tracks held excellent quality, and throughout the entire scenario I found no lag.
But, as said, there were a few glitches:
1): The distances was a little to long and it got rather annoying going the long ways again and again.
2): Some chats were in a color that made it hard to notice the new dialouge and the chat flew away to fast.
That's it, overall an excellent playability.
Balance: 3
When I understood what to do at the water temple, things got very easy.
It was way to easy to kill the boss and most side quests were only time-taking, not hard.
however, there were a few things to make the balance a little better, like the variable between good and bad potions, amulets, weaponds etc.
I also liked that without the blessing of the temples one could enter the underworld, but would die by the foul air, earth of the underworld, water creatures and the heat.
The gold-getting and wasting was also balanced, one didn't earn money to easy and the items and potions wasn't to expensive.
Creativity: 5
This scenario was very creative, both the map design, the chats and the story. Perhaps the story itself isn't that creative since you didn't come up with it yourself, but making the story fit in AoM is really well done.
The chats and the dialouges are all creative and realistic (did I mention that above?).
Only some chats is not that creative, like when acusing the blacksmith for stealing the relic of fire, he said that he didn't know what Heracles was talking about, but how could Heracles be sure he wasn't lying?
in that chat i would have wished a better explanation and some more chats.
The map design uses the "small" eyecandy and that's really nice. the units are placed and are moving in creative ways, like the villagers going on that small road in the park.
One of the most creative scenarios that I've seen in a while
Map Design: 5
The map design is very good and different to most other maps. I aspeacialy like the elevations, they make the map intresting and there's always side paths that leads somewhere in the mountains. The sky passages were good placed too.
the terrain mixing on this map was excellent, the mixing between the different grasses and greek road is nice. I also like the gardens around the houses with some realistikly placed objects and fences.
The underworld could use some more rocks and broken collumns, but that's pretty mutch all bad i can say about the scenario map design.
Story/Instructions: 4
The story were good and had no glitches, the objectives were at most points easy to understund. The objectives were good written, and they were easy to understund. The story was based on short cinematics.
There was no lack in the story, and it kept one playing. you make a good use of greek mythology with for example Theseus and Pesphone.
however, i had some trouble with one objective, the one at the water temple, I dound it hard to understund, and that brings your score down a bit.
Additional Comments:An excellent scenario, you should make all of his laubors a campaign.
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Swift sword |
Posted on 10/25/09 @ 08:39 PM
Playability: 4
After playing The wizard's Path, I was interested in your first scenario- this one. The scenario was fairly fun to play. It really did feel like an rpg with its various quests and approach to gameplay. The battling did get a bit boring, probably due to the lack of abilties. However, it was quite satisfying to hear the fire guardian grant me protection and watch cerberus collapse dead. The search-and-find quests I've never been a big fan of, but it was pretty fun to explore the environments as I searched for those darned grave-diggers. Over all, it was a fun scenario.
Balance: 5
Pretty darned easy when I played it through. I was curious when I remembered it had difficulty levels. Although I didn't play it through on hard, I've little doubt you created a challenging scenario. My only issues is that little strategy was involved. I mean, you couldn't help it if you did lose to those three monsters- it wasn't your fault, except for possibly not having good enough equipment. I loved the fact that there was a chance the items you bought were useless, although I got slightly annoyed when 3/4 were useless. Good job on balance though, it ensured people didn't get too cocky but also wasn't impossible.
Creativity: 5
Very creative. The story idea- while taken from literature- was well-translated into AOM. It really felt like an rpg- the names didn't bother me too much really, and I simply appreciated what names you did make up. The buying system, where some items are useless, was interesting. I wish we could buy from the same merchant twice though- it'd be helpful to be able to actually upgrade my weapon with a bit of luck. The map design creativity was actually pretty nice because it created the environment you were going for. The boss fight with cerberus was intersting if easy. Quite good creativity, similiar to wizards path.
Map Design: 4
The map design was pretty good. It felt like an RPG, mostly because of the map design. It was odd- I don't really know what made it feel like that more than most scenarios. It just did. However, I did feel there could've been more embellishments. I felt I saw a bit to much of Grass A, although there was pretty good terrain mixing that blended in well. I just wish that there had been more bits and pieces of nature, such as grass and bushes in more prominance. You used rocks pretty prefectly- not to many, not to few. The little side-paths that went to nowhere were really great and made it feel more like an rpg. The city was lively like a real city. The only thing to make this better would be a day/night cycle, and at night people went back to there homes leaving only a few people in the streets.
Story/Instructions: 4
The story was pretty nice. My only issues were that it sort of just threw you into and then threw you out at the end with little explanation at either point about it. It's not like it needed a lengthy 2 minute cinematic- just more than 10 seconds. The ending could've really used the epic ending you put into The Wizard's Path, which I now see why you put it in- The ending does effect the game experience a tad. It left a sour unfinished taste in my mouth.
The instructions were good. Cryptic, at times, but that was actually a good thing- it added to the puzzles. I honestly had no clue what to do at The Water Temple, although exploring solved things. Good job on instructions.
Additional Comments:
Great job on this scenario. I really enjoyed the rpg feeling and the quests that had to be completed. I do prefer your other great creation (The Wizard's Path, download it people!) but this scenario has its own merits. Most things I could point out have been pointed out already. Great job and keep designing, I look forward to downloading future scenarios created by you :D |
Alex Pan |
Posted on 12/05/09 @ 11:49 PM
Playability: 4
I liked Wizard's Path more, but this was a pretty cool map. I don't really know what to say for this part...
There were no real bugs for me, except the part when you go to the water temple, and the fisherman offers the boat in exchange for some task -> The flash on the map was too fast and I didn't know what I had to do.
Apart from that the game was pretty flawless. I liked the healing circles, even if they were unecessary.
I think you could have added some more quests, and more fighting, or puzzles.
Balance: 4
The game was pretty balanced. I played on moderate, and it was moderate. The thing that bothered me a bit was that there really was no fighting or puzzles or anything until the end.
Creativity: 4
I liked the idea. In fact, I wouldn't have any problem with an entire campaign dedicated to Heracles' trials in the form of RPGs.
Other than that, I like the way you added some (perhaps unneeded, but still cool) things that aren't really common in most RPGs. The firewalker made me laugh a little bit (sad?), and the kinds of quests you had.
Map Design: 3
The map didn't have any extraordinary buildings or terrains, and the first half of the storyline seemed squished into a small area, and the second half was stretched out further than it needed to be.
I liked the way you designed the city, but there wasn't much building stacking.
There were no cinematics. :(
Story/Instructions: 3
The instructions were generally pretty good, I think using objectives would have helped more. Sometimes the objective just flashed for a few seconds, and if you missed it then you didn't really know what to do.
Cinematics would have helped aswell
Additional Comments:
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HGDL v0.8.2 |
Rating |
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4.3 | Breakdown |
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Playability | 4.3 | Balance | 4.4 | Creativity | 4.6 | Map Design | 4.1 | Story/Instructions | 4.3 |
Statistics |
Downloads: | 1,343 |
Favorites: [] | 6 |
Size: | 370.19 KB |
Added: | 07/04/09 |
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