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Uzumaki Chronicles - Teaser
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Author |
File Description |
Marnickie_NL |
Posted on 09/29/09 @ 10:56 AM (updated 10/09/09)
File Details |
Number of Scenarios: |
1 |
Difficulty: |
Mod-Hard |
A teaser about a campaign I will make. The story is about the Uzumaki family. The family members all have great adventures and stories - and you are the lucky one who plays them =)
Nekko Uzumaki:
Born in a small village in Italy. Loves swords and horses, and when he grew up he became the tribal leader of his village. When he was 20 years old he helped with the build of a base, needed to encounter the Greeks who recently invaded Italy. This is where the Uzumaki Chronicles begins.
More characters and scenarios will be released when I complete the campaign.
Updated:
- Map design improved drastically.
- Made grey mobile.
- Romans now Iron Age.
- Green now Iron Age.
- Added way more difficulty by adding more units to grey and green.
- Resources now limited and when ran out, you have to explore to find more.
- Greek colony not a ghost town anymore.
- Only 1 priest available.
- Deleted BLP´s.
- Deleted pretty high ammount of the scattered Gaia villagers.
- Immediately under pressure when discovered the Gaia town.
- Removed flare.
- Added more Gaia soldiers near the Gaia town.
- Re-written the Scenario Instructions.
- Made a new real-world bitmap (it´s looking very good :D)
Comment and rate please :) |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Gumble |
Posted on 10/06/09 @ 12:53 AM
(Review edited for file's updates)
SPOILER WARNING – Game secrets may follow
Genre is a teaser for what appears to be historical fiction
Scenario can be completed in under an hour
Difficulty is pretty easy
Game style is a mixture of fixed/limited force, defend, assassinate, and build up and destroy.
Playability 3.5
Ok with the new changes to the scenario things are certainly better but still far from perfect. The ruin defence is trickier now but afterwards red is basically done. There are a lot less random gaia units which wasn’t exactly what Gumble meant in his earlier comments. It’s the KIND of gaia units that needed changing. Grey is mobile and green is beefed up but its still in an artificial sense. Grey kinda patrols the general area they started in, and green STILL doesn’t do anything. A big city with more buildings is sill boring if they are placed with no real sense of layout. What Gumble is trying to say is that it’s the quality of the placement and not the quantity. If Green, red, and grey constantly TRAINED new troops and attacked you, that would be a lot harder and more enjoyable. Creative troop strategies are what shoots Playabillity and Balance straight up ultimately. Play with the AI/PER files until you get something new and unexpected.
Balance 3
Now it’s acceptable. It IS slightly harder, a little more strategy is involved but still doesn’t provide a unique gaming experience, which is what most gamers are after. You will probably play this once and then forget about it. This is not unique to this scenario, most submissions have a lower balance score because the work has been done before. It’s the weakness of a 12 year old game. Getting new and exciting scenario’s is a lot harder but still possible. Again improving this scenario means upping the intelligence of your computer foes and making the most out of the map layout has to offer.
Creativity 3.4
The Bitmap upped this score. Very nice and well made. Good job! To really increase this score is certainly difficult. Every aspect of this scenario has to have a unique quality to it and present something special. The Oasis’s a good but there are still huge groups of boring palm forests. Try finding some really epic pictures of palm forests and then modelling landscape after that. Also group the southern green city into an actual city and not a random assortment of buildings.
Map Design 3.1
Mobility of troops are an improvement but the cities need villagers and ships and priests and animals and governors and trades people… Catapults are good, find new ways of using them or placing them. The dead village still just isn’t right. Make the village alive then just use the catapult trick to set it aflame. And Italy isn’t just desert!
Storyline/instructions 3.4
The new bitmap is great and improves this score. As does the edited storyline. A very good deference! The objectives remain the same and remain average. This isn’t bad but it isn’t great either.
Additional Comments:
A good update has raised this scenario slightly above average. Not a challenging scenario but no longer a boring one either.
Suggestions:
Mainly just keep exploring possibilities. If everything was done in an usual way, this is good, but if everything is done in an unusual AND effective way this is excellent. Even if one falls flat on their face, showing a willingness to experiment and be different is viewed quite highly here.
[Edited on 10/15/09 @ 01:05 AM]
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Ninetails (id: TailSpray) |
Posted on 10/06/09 @ 09:26 PM
Before I get statred, I would like to say that Gumble's review has really said it all (and quite excellently, I might add), so the only point to this review is to show where I differ in personal opinion.
Playability: 3.1
I mostly agree here, merely average gameplay. While the attack at the beginning adds a nice touch, there's very little of interest. Although the use of varied VCs seems to impart some variety, really all you have to do is destroy everything with impunity, therefore reducing everything to "Kill Player X".
Balance: 3.1
I think that the balance here was a little better than stated in the above review; the biginning battle was NOT easy. When your small, useless base is under attack by about ten upgraded hoplites, with more on the way, it can get a bit tricky. It took me several restarts to defeat the attackers, and even then only my hero was left alive.
When I played this originally, I defeated the enemy without having to do anything, but after the update, this became very challenging. I will assume that the previous review was made in regard to the first version.
However, once this task was out of the way, my little sister could've beaten it (yes, she knows how to play AoE). Red would send a small raid to attack my villagers every now and then, but a few priests and towers nullified that threat. I like that you're not allowed to build any more siege, and can't advance to Iron, but I was able to win with CAs and Priests without trouble.
Creativity: 2.8
I can't say that there's much here. Little touches here and there caught my fancy, and the use of different VCs was a definate step in the right direction, but this scenario I feel was distinctly lacking in originality.
Map Design: 3.4
Okay, so the map is almost all desert with little patches of interest, but at least it's not a random map! The oasis spots were nice, and the gaia base really had a great overall feel to it, but what really made my day was the bridge. Yes, an actual bridge! Not the best I've seen but still well done. The location of the resources outside the base was nice, even though they were a tad too accessible. The burning village may not have had much of a purpose, but the fact that it was there was enough for me. Remember, even though this is made much easier by the modified editors, it's still one of the more complicated map design tricks.
Story/Instructions: 2
I agree that the dialouge is cheesy, it's quite unrealistic and really doesn't set up the story. Not that there is one; things are kept to a minimum and hastily slapped together. There is a bitmap, admittedly, but it doesn't really serve any purpose.
Additional Comments:
An average first attempt, but with much potential for improvement. The author has shown ability and understanding of both basic and advanced map design techniques, but lacks the knowledge of how to implement it seamlessly into one well-balanced scenario. Still, with practice, the author of this scenario could easily be creating some absolutely top-flight works in no time. |
HGDL v0.8.2 |
Rating |
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3.1 | Breakdown |
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Playability | 3.3 | Balance | 3.0 | Creativity | 3.1 | Map Design | 3.3 | Story/Instructions | 2.7 |
Statistics |
Downloads: | 482 |
Favorites: [] | 0 |
Size: | 130.19 KB |
Added: | 09/29/09 |
Updated: | 10/09/09 |
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