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Author File Description
File Details
Number of Scenarios: 2
Difficulty: Hard
Version: Rise of Rome
I've done my best to make this game a bit adventurous with some puzzle aspects too.

Hope you like it :)

Last and definitive updated version; dd. 6-12-2019
Made with RoR HD (upatch 1.1 r4)

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design4.7
Playability: 4.5
Everything seems to work as intended and the gameplay is quite original. The way this scenario combines classic gameplay with puzzles is very neat, as they aren't separated but instead you're expected to keep figthing a naval battle while you figure out your next move down on the continent. If I have any complaints it would be that this is not a scenario for the impatient player, and there are a lot of situations where you'll just sit idly and wait for something like a priest to recharge. Also there were few times where I felt like the next step of the way was far from clear, as key units and buildings are placed in well hidden locations with no hint where to look (mostly the priest near the start). As with any puzzle scenario replay value is quite limited, but that shouldn't be considered a large detriment to a scenario like this.

Balance: 4.7
How do you grade what is mostly a puzzle scenario on this feature? I mean, there is also some RM gameplay here and I suppose there are quite a few moments where you might fail momentarily, but during no point did I actually feel there was any way of me being overpowered by the computer players. The logic of the scenario wasn't too hard to figure out once you realized which buildings were disabled and why. Even though there was a lack of immediate threat the scenario doesn't cease to be interesting because you feel it is too easy, which I suppose is all you can ask.

Creativity: 5
Coming up with original puzzle gameplay these days is quite a feat, but this scenario does it. I'm fairly sure I haven't seen this done before and if it was I expect it wasn't done this well. There are no radical new map design tricks but the gameplay more than makes up for it.

Map Design: 4.7
When I first downloaded this map I was like "the map design is excellent in spots, but very bland most of the time". As of mid-November when I'm writing this review, this has been massively improved. It's not brilliant, but at this point it is clear to tell that effort has been put into the terrain of every part of the map. There are still a few things I'm not too fond of like the overreliance on grass paths over patches, the way shallow tiles are often neatly ordered and the other ways objects are often stacked together in a bit of an unnatural way, but in all the terrain is looking really good. Is this all done with the original editor? If so that is quite a feat!

Story/Instructions: 3.8
"This scenario is not based on history but it could have anyway", the history section reads. That it pretty hilarious. The story of this scenario is slightly unclear, has a few writing errors and doesn't go deeper into the situation than it has to, but it gets the job done. The instructions are at least clear enough to understand what needs to be done, figuring out how is left to the player. What I would've liked was a bit more information on which buildings are disabled so that I don't end up deleting my TC assuming that I'll be able to rebuild it. :P

The wrap:
You know me, I only write reviews to highlight the good stuff which I believe goes unnoticed in our DL section, and this is one of those scenarios. It's not the most exciting, but a rather peaceful ordeal which requires a fair amount of critical thought from the player. If you like that kind of stuff this is strongly recommended.
File Author
Hi and thanks for the review of this scenario / campaign.
I'm glad with the score I got on this game.

This scenario is fully made with the original editor that comes along with AoE \ RoR.
And yes, on occasion, it really was an effort to do so, due to the thousands of mouse-clicks that were needed to make this one.

In the meantime, I've made some more adjustments.

I put a new text under the history tab.
English is not my native language (I'm from the Netherlands) so I hope this text is better, more clear than the previous one.

I also put back the 2 watchtowers along the starting dock. Yesterday, when I was replaying the game, I found out that the Phoenicians were not developing themselves. From previous try-outs, I know that this happens when a civilization has limited space on the map and nothing to attack in the beginning so no enemy is known to them. By putting back the towers, I provide a trigger for the Phoenicians to attack so they will develop themselves into the Iron age.

Finally, I've changed the ending part of the game in order to maintain the intended sequence in the actions that need to take place.

I hope the history description is better this way and if not, help on this is very welcome.

I do agree that the grass patches aren't very nice while playing the game, I noticed that too. On the other hand, it is too much work to remove them all so I will leave it this way.

Especially the place where Corliss is held prisoner looks quite unnatural. I've done this on purpose to express the savage like attitude of the bandits that captured Corliss.
Maybe I've overdone this, please let me know about this?

I made the shallows just for fun and again, when I've put too much, please let me know.
Along the coasts, I've tried to place the shallows in such a way that it looks nice and convincing, I found it quite difficult to give this a natural viewing.

At last, I made this campaign with pleasure, hoping that you have the same experience while playing it.
Thanks. :)

Update 18-11-2019: I found another bug while playing the game again so that's fixed too.
Also, the 3 towers in the centre of the map cannot (or hardly) be attacked from land anymore.
You'll now need a fleet to tear them down.

[Edited on 11/18/19 @ 03:05 PM]

File Author
Update: 6-12-2019

I've added a second scenario to the campaign.
In the meantime I've cleaned up the Hostage scenario furthermore, the grasspath are mostly gone e.g.
Also the winning conditions have slightly changed in order to match it with the second scenario.

That scenario is called "Going home"
After Corliss has been freed, Jason needs to return home again.
This is also a puzzle scenario where the sequence of your actions must be sorted out.

In the hope that you like it,
have fun.

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Map Design4.7
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Size:159.68 KB