Dean McCullough |
Posted on 12/24/07 @ 10:55 PM
Playability: 4
"City" is a 4 player post-imperial multiplayer DM map. With each player situated at a corner, you've got a 1000 of each resources and 1 of each military building. From here, you've got to defeat your opponents using just your 1000 resources---there's none more on the map. This may seem a bit sparse, but it forces you to think about what you're going to build and how you're going to use it---it's very much like a chess game in ways. That's fun and all, but it's important to realize that when everyone's units are gone, they're gone for good---and hence the game can no longer be played and a stalemate is declared. And with the ridiculous defenses that each city has, it's likely that this may happen one too many times online. This CAN be worked around though---alterating VC's and and teams can give the game a completely different twist. For example, give 1 player an artifact and have everyone else team against him. If they fail to capture the artifact, the holder wins, and if they do happen to nab it, then they win. Lots and lots of options to cycle through here. Really, the settings the scenario have currently do not matter much because this IS a MP scenario and changing a quick few things is quick and easy. Really, classic fun with anyone online. The only thing that makes this map boring to play is the awful map and it's choice in size, as well as the lack of originality in choice of map setup. But in summary, this worked most of the time and was usually quite fun.
Balance: 3.5
Everything is equal for each player here, right down to the number of buildings, resources etc. As explained, this scenario can be twisted and tweaked around with so easily that you might as well, so balance can vary. At the true heart roots of the game though, it's a "choice" FF with a large city to defend. Most games using the setting provided will be cat wars---it still depends on what happens though. Priests are obviously necessary, as well as villagers to build towers and repair them. While it most games may come down to cat wars, keep in mind there's ways to get around the current setting in a flash. Getting rid of siege workshops, or even just providing the players with a very low amount of wood/gold would change everything. Here, I'd have to say the balance is good. Each game you play is certainly going to take some unique thinking and plenty of focus.
Creativity: 1.5
While fun, this really is one of the most unoriginal works I've ever seen. Nothing is new here, nothing. The gameplay just works in a way that's different than those other fruity maps---it makes sense. That's really the only creative thing about it. While playing "City" don't look for new map design tricks or AI trickery---just play the game.
Map Design: 2
Lag on MP and really little need to focus on it boosts the score from what probably would be a 1.5 to a 2 in this category. The only sights in "City" are the symetric cities and straight roads going from town to town. Other than that, there's absolutely nothing else on the map---period. I'm guessing the author decided to get rid of trees and stones etc. so there wouldn't be any resource gathering, but that really isn't a good enough excuse. If you're going to play this online, I'd highly suggest prettying up the map a bit.
Story/Instructions: 4
This works as an overall tilt, as instructions for each game should very. I'm giving a 4 tilt because I really like the simplicity of the map---it offers a lot of options and modes of play and the map is very modifiable. Simple design is a good thing here.
Additional Comments: This really shouldn't be called a "multiplayer map". It's more of a template than anything---there are so many different ways you can play this map that I'd recomend the downloader to do so.
[Edited on 12/24/07 @ 10:56 PM]
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