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Downloads Home » Rise of Rome: Single Player Campaigns » The Saviors Empire - Vinikan's Revenge

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The Saviors Empire - Vinikan's Revenge

Author File Description
KeithSammut
File Details
Difficulty: Mod-Hard
This is an Epic Adventure / Puzzle Scenario, based on a story of a book I wrote. The Scenario consists of handmade objects such as bridges, gates, lava pits, sand dunes, volcanoes, pits, forests and terrain. It also includes a burning city, a thunder forest and a stationary dragon.


Story Line:

The Saviors Empire was burned down by the army of Xezophan The Great and his allies, Eldirood and Hrofenes. The Saviors army and some allies managed to hold back their assault, but many lives were lost. The Empire still stands, but is heavily damaged. You, Vinikan, the leader of the Saviors Empire must avenge the Saviors by destroying Xezophan's Wonder and returning the stolen artifacts and ruins.


Gameplay:

You start off with one Hero Jason (Vinikan) and you must use your surroundings to find an army and defeat Xezophan with. Once you defeated Xezophan, you must kill Hrofenes and take back the stolen ruin.


Known Bugs + Fixes:

There is a small glitch with the dragon, it sometimes doesn't stay stationary. To fix this, enter The Saviors Empire scenario once and then exit the game and open any scenario from the scenario editor. Change something insignificant from the scenario and test it. Quit the test run, save the changes and quit the editor. Exit the scenario editor and close AoE. Reopen AoE and enter The Saviors Empire scenario again. The dragon should stick to it's spot


In-Game Images:


Starting Point:
http://prntscr.com/d3rsqz


Miscellaneous:
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It took me about 2 months to make this scenario, and I'm very excited to release it. It's a bit hard to get in the first few tries, but it's very enjoyable and I hope you like it as much as I enjoyed making it :)

Thanks,
Keith Sammut
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
PhatFish
Staff
Rating
3.7
Breakdown
Playability3.5
Balance3.5
Creativity4.4
Map Design4.0
Story/Instructions3.0
Playability: 3.5
Okay I played this through and got as far as I could. It's a pretty decent campaign, though the first part where you have to use Jason/Vinikan is very tedious - I only barely managed to find the hidden army alive after a couple of tries. Fighting the bandits in the storm forest is impossible because of the lightning strikes, so I assumed you're not supposed to fight them in the first place.

Balance: 3.5
After reaching the burning city things get a little too easy for my taste. I had to look really closely to figure out how to continue and enter the "new empire" (a hint or instruction is really needed here!). There is a serious flaw which prevents you from continueing: When in the "new empire" village you can't get across the water (the shallows aren't passable either). The heavy transport can't depart and is stuck on land. Using the reveal map/no fog codes I saw there is a light transport hidden behind the volcano, but it is absolutely unreachable by any means.

Creativity: 4.4
This is the biggest plus and Keith excels in this area. I absolutely loved the circle of gulls when the map starts, never seen that before, beautiful! I loved the way you had to lure an alligator to remove the catapult blocking the entrance to the burning city, a very nice puzzling element. The transitions between and the use of various (custom) terrains is nice. Also the volcano is very cool!

Map Design: 4
I saw several map design tricks used which were invented by me, so that's always nice to see! They were executed nicely, the bridge at the beginning is lovely and the use of fruit/apple trees is great. The burning gaia buildings in the city are cool, but add some extra destruction like stone mines, rubble and the like! Most of the forests where a little too thick for my taste, and bland (too little varation). Some parts seemed a bit rushed.

Story/Instructions: 3
The story is very short and straightforward. A more in-depth background on some of the main characters is really necessary. What provoked the bandits to attack in the first place? Some of the instructions (objectives) aren't really clear (and are even confusing at times, like where do I return the artifact to?), and even a simple instruction bitmap would help a ton.

Additional Comments:
As always, playtesting is something not to be overlooked. I couldn't finish the map because of this. Be sure to fix and update the map, because it certainly has the potential to stand out as one of the better campaigns we have here.
KeithSammut
File Author
Thanks for the review Phat Fish, I found out there was a mistake in the fix for the dragon, here's the version that works:

Known Bugs + Fixes:

There is a small glitch with the dragon, it sometimes doesn't stay stationary. To fix this, enter The Saviors Empire scenario once and then exit the game and open any scenario from the scenario editor. Change something insignificant from the scenario and test it. Quit the test run, save the changes and quit the editor. Exit the scenario editor and close AoE. Reopen AoE and enter The Saviors Empire scenario again. The dragon should stick to it's spot

Response to some points:

You were right, you don't have to fight at the part of the bandits and the part of the ferry, you can use the slaves you free, they pass the top part to the ferry
Luna Lynn It's a campaign by the way not a scenario so it would be great to put it in the campaign files..
Fruktfisk
Staff
*Did I do it...? Yeah... I think it went through.*

Thank you for pointing that out Luna. The file has now been moved to the correct category.

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Rating
3.7
Breakdown
Playability3.5
Balance3.5
Creativity4.4
Map Design4.0
Story/Instructions3.0
Statistics
Downloads:241
Favorites: [Who?]0
Size:480.99 KB
Added:11/06/16