Enjoy this variety campaign. 1st scene a medium sized task with difficulty. 2nd a small sized with tough simplicity. 3rd a Big piz de resistence, where ya must think on different fronts. Let me know any comments or improvements.
Finally someone has pity with you and is writing a review for Yewmen Trilogy. ;-)
Yewmen is a fantasy/fictional campaign where you are playing the Yewmen who have to fight off several enemies. There is one of my most important criticism: Who are the Yewmen and why do they have to fight?
Anyway the three scenarios are all pretty unique in a way that you won't get scenarios like these very often. If all worked correctly this would have been GREAT fun, but unfortunately it didn't.
In the first scenario you simply have to fight off the first attack and then wait until time runs out because when time runs out the one with most points will win.
In the second scenario all worked fine.
In the last one I found no way to win it, even with revealed map and with the hints. I don't know what you are suppoesed to do but giving the player at least one harbour would have been necessary for me since I lost my transport and thus couldn't win any more.
Another two bugs have been the player names had been corrupted (changed order) in all scenarios and once it crashed when I killed myself. (kill 7)
Besides these bugs I really had a good time playing your campaign. It is indeed an unusual feeling to be playing so reaxed and still being challanged.
Well, the first scenario would have good balance IF you would have to complete your tasks. Since you don't need to there is also no challange in it. If you're using a time trigger , make sure the player can not reach the highest score.
In the second scenario - which was by the way a very good idea - you have to defend your ruins or destroy all enemies. Of course, if you destroy them all you would also have been able of holding the ruins. Again, holding them is pretty easy. Fighting off your enemy is possible, but much more time consuming.
The last scenario on the other hand was way too hard in my humble opinion. I made to the spy but I lost my transport. I didn't know that I NEED it. There was no harbour and thus I couldn't win. So I tried again - this time splitting my forces. To no avail. I guess one is too weak to reach the south in the beginning, if anyone does please let me know how. So you would have to save your transport but again, this seems impossible except if there was some safe harbour.
All the rest of the three scenarios was well-done. I had to reload a few times, just enough to make it interesting.
As I mentioned above this campaign is unique. The first scenario is - though victory conditions are not too specific - something new for me. The second one contains the ruin victory condition which is rarely used, but I like it. The last one finally would have been my favorite style (if it only worked). Completing your tasks in a world full of crowded cities and empty forests, fleeing, rebuilding and everything.
Regarding map design and tricks this campaign is somewhat an outstanding example of how to make use of the enhanced editor. Maybe it is not enhanced but enchanted :D
Map Design: 5
I don't know where to begin. There are lots of cool ideas again and most of them looked awesome. The best parts are the cities and the shores. There is eye candy everywhere you look and these maps aren't small. The ways made of bones, stone, cactee or whatever all are supreme! The only thing which could still be improved are the plains. Sounds strange but the plains are too plain. Some more elevations and some more grass patches would have been nice. The forests are too dense for my taste but that's only my opinion.
Along with the campaign comes a little story. It tells you what you are about to do and the pics and hints are good. Yet, I'd like to get some more information about the Yewmen. Why should we fight? I didn't really get into it and I couldn't identify with them. It seemed a bit sterile.
comments to the author:
- Test your campaigns more carefully to avoid bugs.
- Put some more efforts in the story section. A fantasy campaign lives from its story. Once a player identifies with your heroes he will play it till the end.
- Make the world less sterile. When I walked in the last mission I could clean the whole nothern continent with the Berta. There are not many animals in your map nor are there any "neutral" civs who are just there like some farmers or something like that.
- Keep designing. I'm looking forward for your next work.