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Downloads Home » Rise of Rome: Single Player Scenarios » Complex Issues (updated 2)

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Complex Issues (updated 2)

Author File Description
Shane of Kaith
File Details
Difficulty: Mod-Hard
In this scenario you have to do many things, including:

-Navigating a lion infested maze

-Finding a way to kill 2 enemy civilizations that will both win if you kill one of them.

-Rescuing a survivor from a ruin.

-Finding a secret waterfall passage.

These are a few of the trials in this scenario.

In short if you want to play this you have got to be one to solve puzzles, read history carefully, and lastly SAVE OFTEN.

(I have updated this file. The following issues adressed by Andrea in the post below Teera's have been fixed.(I made a mistake in the earlier update and did not send the updated version with it. I have done so now.)
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Teera The Tyrant
Map Design3.0
Playability: 4
(I really liked how playable this senario was although it is very hard and I had to save often, which was quite annoying.)

Balance: 3
(O.k balance)

Creativity: 4
(With the mazes of lions, and the complexity of the diplomacy, who can say it's NOT creative?! Although it seems to be a little bit of a normal B&D scenario)

Map Design: 3
(Pretty basic map design. The maze is pretty aMAZEing!)

Story/Instructions: 3.5
(The History is very well detailed although give yourself time to read it! It's useful. It is a little too long for my standards. It drags on and on and takes a while to get to the point. He might want to shorten it a bit, but the story is good.)

Additional Comments:
I like this scenario although it was a pain in the but in some parts. Also what is with the scout dying and you get a game over???. I would hope to see better scenarios from Shane of Kaith in the future with more map detail!

[Edited on 07/25/05 @ 07:04 AM]

Andrea Rosa
Map Design2.5
A fantasy scenario for RoR with puzzle elements. It has some flaws but also shows good premises for future works by this author.

Playability: 2.3

You start with a Town Center and five Villagers, so you think "it's going to be Build & Destroy." The amount of given resources corroborates your hypotesis, thus you make a couple of houses and one villager, while the others start exploring the surrounding places, finding only empty grass terrain. You keep exploring, you walk, you walk, and finally you find... 3 berries. "Ok, this is not B&D, it's not Fixed Force since I have no military, then it must be puzzle", you think, so you forget about buildings and go for exploration only, which is a pain with your Villagers (yes, you do have a Town Center where you can train some more peons, but still a pain will be.) Eventually the scenario will turn into B&D, but the whole map is very dispersive in terms of resources. That's the big issue of this scenario: the map is excessively large according to the layout and objectives, resulting into a slow-paced playability.

Balance: 2

I played this scenario two and half times. The first time I found a Gaia Scout, it died and I was defeated, which is undocumented in the instructions (it isn't logical either, since the Scout is not the only mean to accomplish your task). The second time I managed to build a force and attack my foes: Player 3 had made only Sligners, and Player 2 trained four hoplites and two Axemen. My Scouts/Bowmen combo easily killed the enemy. Then I played one more time passively with the map revealed, only to watch different CPU behaviours. Player 2 made only Villagers, while Player 3 managed to reach Bronze and trained some Egyptian Chariot Archers, which sounded good, but they were walled up by a Farm built just in front of the gate! More testing was needed here, along with a couple of reliable AIs.

Creativity: 4

This author deserves some encouragement! He carefully read the articles at the Siege Workshop, he tried to perform some tricks, and he executed them pretty well. Damaged walls, false waterfalls and cacti in the middle of the water are not commonly seen in debut releases. One more point for the stone maze, which I had never seen before.

Map Design: 2.5

As I said there are some nicely executed tricks, but the Map Design fails to merge them together. The landscape is barren, with sparse forsets and lack of territorial features. There are no strategical points. The desert brush was pratically ignored. Player 2 had a nice little town however, by the time I arrived, all trees had been chopped down and randomly built structures were scattered around.

Story/Instructions: 4

Nothing wrong here, apart from the missing info concerning the survival of the Scout. The instructions are basically only the objectives, but there's a nice backstage under History. The Hints are pertinent, and so the bitmap, another uncommon feature in newcomers works.
Richard Ames Good to see a new designer, a new reviewer, and Andrea finally doing a review as he promised :)

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Map Design2.8
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