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Downloads Home » Rise of Rome: Single Player Campaigns » The Adventures of Zenor 2 - The Fall of Artratus

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The Adventures of Zenor 2 - The Fall of Artratus

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File Details
Number of Scenarios: 5
Difficulty: Moderate
This is The second campaign about my project, The Adventures of Zenor. Help Zenor and his father have their revenge on Artratus' planet, Giraldo.

This time it there's no need the of Tribalism Teaser Modpack. However, in this one, you need it (The Adventures of Zenor 1, if you haven't played the first version, download it here):

If you found any bug or you think it is a bug, please tell me.


- Bugs on Scenario 4(Artratus's Reign of Madness) corrected.
- Bugs on Scenario 5(The Fall of Artratus) corrected.


- Triggers on Scenario 5(The Fall of Artratus) corrected.
- Improved Map Design on Scenario 1(Planet Giraldo), in order to make stuff more realistic.

---> Everyone who have downloaded and played the first version, please redownload this campaign. Thank you.

I hope you have fun playing this Campaign as well as I had fun doing it. ;)

Killer, HMFSFM
AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design4.6
Once again, Jimmy, you've been beaten to a review. :)

Okay, so I had some spare time and decided to play this and review it. I opened it up and got an okay first impression, but as I progressed it got better. Here's the breakdown.

Playability: 3.8
The first scenario had one problem: Running back and forth between a BLP and some soldiers on passive got old very fast. It needed much more to make it interesting. The another one was similar, they both needed something else to make for a more complex game. The second scenario was, according to the author, an easy scenario intended to show off some design. It did that well, but it still wouldn't have hurt to throw some interesting VC's in or have involved some sort of diplomacy.

Balance: 4.3
The balance was good in some scenarios, and poor in others. The sandbox scenario aside, it was good overall, though. The last one was very tricky and I really had to use my head. The level with the axeman attack at the beginning was also fun.

Creativity: 4
As with all of Da Killer's newer scenarios the creativity is never lacking except in one instance: Victory Conditions. Kill specific unit, over and over. It needs to stop. Throw in some more variety. Other than that, both the design and the story were unusual, they don't seem to imitate anything I've ever seen. Besides, how many scenarios do you know that use space ships?

Map Design: 4.6
I'm really happy I was able to help Da Killer with installing the Enhanced Editor, because it's really showing here. The map design in the second and third scenarios is phenomenal! It's both different from anything else and yet similar to some of TDA's terrain rendering and forests. One thing I've got to complain about: The use of the fog terrain. Used properly it's a great effect, but the sharp edges show too much. Find something to cover them up.

Story/Instructions: 3.7
This is the biggest problem for Da Killer. The stories are original and all, but short and non descriptive. They need to be a little fuller, give a little more detail. I won't deduct points for spelling or grammar due to english being the author's second language, but I'd still like to see a little more effort. The instructions were accurate, the hints were few but made sense. No history. No bitmap.

Additional Comments:
Da Killer just keeps getting better, I am very impressed with this campaign. As always there is room for improvement, but it's getting harder to criticize. The maps are small, so take a few minutes and play this campaign.

[Edited on 12/23/08 @ 10:34 PM]

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Map Design4.6
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Size:190.52 KB