My Campaign teaser scenerios
Since you guys are so keen to see what I am working on after reading the storyline I have put in the first two scenerios as teasers for you guys to feast upon. As these are the first 2 of a 30 scenerio long campaign they are understandably easy and are only meant as groundwork for the storyline. And of course they are set in the stone age and there is only SO MUCH you can do in it. Also no bit maps yet - but hold on im working on it. Well dont spare my feelings get right into them, I would like good constructive feed back from you guys please.
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IM SO FREAKIN SORRY. I UPLOADED THE WRONG SECOND SCENRIO! I did this at 12 at night and
i was very tired. FORGIVE ME MASTER! dont send me to the salt mines again... oh and the comment about to many clumbed crap at the waterfront, thats meant to be wet sand in a ebbing tide plus rocks. I live at the beach. I modled this after my own home here in NZ.
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I can't tell whether these scores are inflated or deflated. o.O Yeah I'm not exactly the best of reviewers.
Very fun except for the first bit of exploration in the first scenario (up until you find the boats). Maybe you could turn Gazan into a Cavalry? Not sure what else to say here as you did everything else right.
Everything is easy. It is the beginning of the campaign though. Maybe add a few more enemies to the second scenario?
Not much creativity in the first scenario, but the second one's blockade and animal luring were both pretty creative.
Map Design: 4.7
Like I said in that comment up there, good but clumpy.
I didn't actually read it, this is an estimate. :P
Yes, download this and give it a try. If the rest of the campaign is like this or better, it will... be a good campaign.
P.S. Just give another player a victory condition of killing an animal, it works even if it's an allied player. And forget what I said about making you have to kill them, that makes it too easy.
P.P.S. Just remembered, don't carcasses rot instantly if a military unit attacks them? Maybe use the "kill with own hand" trick with Gazan.
The playability is good, there is very little doubt about what your objectives are at any time and going about them is simple enough. There was a previously mentioned issue with the instructions about the lion king, but it's not too hard to figure out. Not much replay value here, but the author stated that the first few scenarios of the campaign (which are represented here) were intended to lay out the plot line rather than to provide a serious challenge. In the second scenario I had some difficulty: I lured the alligator into the cave but when I left to lure the lion the gator followed me and blocked the entrance, I had to lure him in and corner him with house foundations and then go for the lion. I'm not sure if the author tested this bit, but I think this design bit may need to be reconsidered.
As I've already said, the scenarios are easy. Too easy, in fact; the (very few) enemies just stand there and there's no real opposition from two clubmen in the face of 50+ villagers. Perhaps add more military difficulty, or lacking that, a puzzle or two.
Good story, some innovative terrain rendering and a nice little puzzle/victory condition twist in the second scenario. Even though I can't find very many points here the whole campaign teaser feels fresh and new.
Map Design: 4.0
I would have liked to give a higher score here, but with the recent advances in map design I'll have to push the score back a bit.
That said, I like the various decorative uses of rocks in the scenarios used to mark out important objects. The desert/grass clump terrain also looks nice, I only suggest that the author not overuse it in the other scenarios of the full campaign. I would have liked to see a bridge somewhere in these scenarios, but I guess I'll have to wait for the full campaign for that, I can't expect too many fancy tricks in only two small scenarios.
I am impressed by the sheer volume of writing here, but the length of the story deterred myself, an avid reader who devours all books in sight. I normally read everything in a scenario but I couldn't bring myself to tackle the whole thing this time. However, what I did read I liked, and the ponits off are for spelling and other errors. That and the length (which was also why I gave it a high score to begin with.) I guess the story comes down to "Too much of a good thing." I would have liked to see bitmaps, but the author has promised that they're on the way and do exist, just that they're still in the works.
Go ahead and try this campaign teaser, it's short and won't take too much of your time and while you're at it take in some of the nice views to be had.
I read the thread at the forums a while ago and was interested, so I played this today. Before I begin the review, I'd like to point out that you uploaded it in the wrong section, as the file is for Rise of Rome only. I also haven't written a review for quite some time, so my skills may be a little bit rusty. :)
Certainly an interesting start to your campaign. The two scenarios showcase your own style of designing, with some kind of "fixed force but with villagers approach". While I like the concept, both levels were too long and repititive. I accept that the introductory scenarios should be easy, but if there's not too high of a difficulty, it shouldn't be too long either, or else it gets boring pretty fast. You're doing the same for most of the levels, killing animal after animal. There were some clever twists in the gameplay however, which I liked. The puzzle at the end of scenario two was especially good, unfortunately I read the solution before playing because you didn't put a spoiler warning into your comment above.
Both levels are pretty easy, which doesn't have to be a bad thing for introductory scenarios, but the easiness just holds on for too long. Once you have found a few villagers in the first scenario, you can basically kill everything from a distance without ever taking a scratch. For quite some time, the only challenge is finding your way. I didn't even use the town center, because I had found enough men to kill anything in my way. I enjoyed the hidden lions though. The second scenario was just as easy, the town center being there from the start on. I don't know if I had found out the puzzle alone, but unfortunately I read the spoiler. I can say though, that it worked fine the first time. I would probably just have typed homerun if it didn't, because the catapult stones that are used as eyecandy prevent from saving.
The levels are definitely in a different style than most I have seen. The concept is pretty cool, it's just not executed as well as it could have been. Personally, I would have enjoyed more puzzles, instead of just killing one lion or aligator after another without any challenge. There are enough ideas to keep it interesting however, from the nice puzzle in scenario 2 to the inventive map design and the detailed story. The problem is that it's not balanced well enough. There are some very creative parts, while others are rather dull to play.
Map Design: 4.5
Beautiful maps in both scenarios, from perfectly rendered terrain to swampy ponds to overgrown forests. Some nice tricks were used too. And while there could have been some more variety, I'm pretty satisfied with the work done here.
I actually read all of it, including loss conditions (I resigned just to read it). It's a real shame that there are so many writing mistakes, because the story itself is very interesting and well written. I agree with the others here that it should be shortened, but overall I like what I've read so far.
It's not all perfect yet, but these theaser scenarios are pretty promising. There's some work to be done, especially concering balance, gameplay and the story, but I enjoyed playing and am looking forward to the finished product.
[Edited on 04/05/09 @ 06:44 AM]