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Author |
File Description |
orion1996 |
Posted on 11/12/09 @ 09:10 PM
File Details |
Version: |
AoM: The Titans |
this is a sequel to the G.v.A. map i made,
Note;
the enemy is controlled by ai, but it is really stupid ai, so i gave them a little army of Arcus, and what ever you do do not let your hero die, you will lose. if nothing happens when he dies then tell me because i want to change that.
I hope you all like it!
installation:
just copy the scx file to the scenario folder in your A.o.M. folder. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Hammerhands |
Posted on 12/01/09 @ 03:27 AM
Playability: 3
This was an easy map to play. It wasn't exceptional, and would have been better with triggers. Add some effects, some chats, a day night cycle... anything that could spice up the atmosphere. Get it as far away from 'random map-dom' as possible. The further away it is, the more likely a person is to enjoy the map, play it again, and then some back for your next map.
Balance: 2
The balance lacked here. Simply because the AI did nothing but cut wood. You knew this... and said as much. So I'm not criticizing, but knowing that, there are ways you could have made it harder. Make a few armies under the AI, and have them patrol the landmass with a unit move to point, or army move to point, and then back again. Set it up so that you occasionally have a decent fight. And once you get into the enemy territory, you can use triggers to create units, either in squad sized numbers or one at a time more frequently.
You got a positive score here because of the bears, wolves, and skraelings. Made me think twice about sending my villagers to that TC alone.
Creativity: 3
As far as the scenario goes, it was decent. Go here, kill them. Could have been worse, could have been better. If you'd added a few neat things in the game to attract interest, this score would have gone up too. Maybe a ruin here and there with a resident monster. Maybe he yells at you to get away from his relic or something.
Map Design: 4
Here I was impressed. You out did me on the overall map design. The landmass was nicely shaped, and the islands with the satellite cliffs were really nice looking. The coral floor paint did wonders. The only reason you didn't get a five here was a lack of any appealing features on the ground, no rocks, stray trees, flowers, rotting logs, and no well designed enemy base or ruins.
Story/Instructions: 2
No story was obvious. Which is a shame. Stories aren't hard to create, nor are they hard to put into a scenario with an editor this powerful. Why are we 'versus' the Atlanteans again? What did they do to us? Or are we the mean ones attacking them? Did they trespass on our sacred peach orchards? Or is there just some political clash going on because of a new king in one seat or another? Spice it up! and then add the little things.
Once you have a story, use the objectives effect to give the player instructions. It isn't hard. Maybe confusing at first, but not hard.
Additional Comments:
Really good work on the map design, keep it up!
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HGDL v0.8.2 |
Rating |
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2.8 | Breakdown |
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Playability | 3.0 | Balance | 2.0 | Creativity | 3.0 | Map Design | 4.0 | Story/Instructions | 2.0 |
Statistics |
Downloads: | 387 |
Favorites: [] | 0 |
Size: | 557.27 KB |
Added: | 11/12/09 |
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