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Downloads Home » Age of Empires: Single Player Scenarios » The Assassination of Dong Zhuo

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The Assassination of Dong Zhuo

Author File Description
Fallen91
File Details
Difficulty: Mod-Hard
This scenario is divided into four chapters plus the introduction. Whenever a new chapter begins(it is written on the map) head to the instruction and hint section.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Fruktfisk
Staff
Rating
4.0
Breakdown
Playability3.4
Balance4.4
Creativity4.6
Map Design3.6
Story/Instructions3.9
Playability: 3.3
A scenario that begins like a rpg but ends more like a fixed force scenario. It is funny and challenging all the time, nut there are a few things that make it a bit frustrating.

The first one was the catapults, the first stone thrower worked fine, it went to the towers and as the first one started attacking it it began firing back. Unfortunately it stops after that, and the second one isn't really as enthusiastic about helping me, instead it wandered back and forth near the seige workshop. I managed to solve the problem by running to block its path whenever it tried to move away from the towers.

The second one is Dong Zhous stealth assassins. Since they can move over the river and I can't outrun them the only way to escape seemed to be to fint them with the cavalry while running away. It was really hard to draw all archeers attention to the cavalry.

The third and last one is that it is almost impossible to get a heal from the BLP since he is standing between the tree and the houses, meaning I can't get in to him. This was however easily solved by deleting one of the houses.

Balance: 4.4
As I said it is always challenging it's not like I fail at anything, but not like I can ever sit back and watch it. I liked that I was often fighting with an ally, it actually the fighting a lot funnier. However I felt like it was a little easy at some points, but I think it is perfect for a less skilled player.

Creativity: 4.4
Well, there isn't rally anything very creative in this scenario, the most creative thing was probably the 2 huts near the great wall, but I've seen other kinds of those huts at other places. Something I reacted upon when looking at the diplomacy screen was that all players were Shang but yet didn't make the scenario look dull, which I thought it would be when I first saw it.

Map Design: 3.5
This ruined a lot of the fun I could've had playing this. At some points the map design is great, but most of the time it is just a few grass clumps near a plain forest. A little more work, especially on the forests would've increased this score a lot.

Story/Instructions: 3.9
The story is short and tells you what you need to know, I personally like that but many people like longer deeper storylines. It is fine but for a 5 It would have to be a bit longer.


Additional Comments: I would advise the designer to fill out the plain forest areas with a little more varying, and to test the stuff before it is released. (Not because I do that. :P)

Addendum 2020:
I updated this review recently as I feel it might not be the most appropriate rating. Fallen91 argued with me in '09 that he deserved a higher rating for Creativity and I have to agree, there are some cool tricks here which aren't seen anyhwere else. Honestly there's probably a reason for that but still, originality like that should be rewarded. Map Design and Creativity retrospectively bumped by 1, but Story score lowered by ½. :P

[Edited on 04/09/20 @ 02:18 PM]

Fallen91
File Author
Here's my totally late response..

"..Well, there isn't rally anything very creative in this scenario, the most creative thing was probably the 2 huts near the great wall, but I've seen other kinds of those huts at other places. Something I reacted upon when looking at the diplomacy screen was that all players were Shang but yet didn't make the scenario look dull, which I thought it would be when I first saw it...."

I don't think that creativity only has to do with eye candies and such. What about the creativity in terms of gameplay? Actually I know i'm not good when designing the map of a scenario and I'll never will because I find it furstrating. If I wanted to play a game for its graphics I would probably play another game. ;)
Fruktfisk
Staff
It seems about a year passes between each response here...

Yes, gameplay is definitely an important factor for a campaigns creativity, probably the most important one. If I reviewed this campaign today I might have been more generous with the score. Still most of the gameplay had already been spoken about in the earlier categories, and at some degree I think I must have taken it into account at the time.
Fallen91
File Author
Yo, Fallen91 here for the once-every-year reply.. damn I'm late 5 months!

REgarding the blind priest not reaching your units. If you multiple click units including the priest and click the units to go to him they'll reach him without any problem. That's it for now. Till next year.

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HGDL v0.8.0

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Rating
4.0
Breakdown
Playability3.4
Balance4.4
Creativity4.6
Map Design3.6
Story/Instructions3.9
Statistics
Downloads:1,121
Favorites: [Who?]0
Size:189.87 KB
Added:07/17/09