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The PaQua

Author File Description
File Details
Number of Scenarios: 3
No Description Available
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Frankly, scenarios with hundreds of triremes to destroy and rather large scale battles aren't my cup of tea but people who love just that kind of thing have something pretty good here. Of course you shouldn't even think of downloading this campaign if you don't have a computer that can handle 400+ units.

For me this was rather poor; the start of each scenario is fun and worth a replay, but when it dawns on you just how many ships you have to sink in scenario 2 you begin to realise that replaying something that may take many hours just isn't worth it.

When you know more or less where your priorities lie it isn't too hard to beat (if you're a regular multiplayer type).

Creativity, map design
The maps were decently drawn, much work was done on the city in the Promised Land, many other features were worked out carefully as well but I've seen better (and, to be sure, worse) maps. The bitmaps have a legend but it wasn't very well done; then again we can't all be artists. The stories didn't quite convince me but then I'm an extremely critical person. On the whole there's a lot to be enjoyed here but the icing on the cake is lacking here. For lovers of long naval battles and Iron Age warfare this is a great campaign; people with an appetite for calm puzzle work with a small fight every now and then had better try something else.

[Edited on 01/18/05 @ 01:27 AM]

There is no shortage of this if you want lots of fighting. Replayability suffers a little because it is a long haul to complete and there is a lot to do, on all scenarios, so whether you would play it again is debatable. No denying, though, that this makes you work for your rewards. Hard going, a real slog at times, but very theraputic once you get the better of the CPs and start taking out wave after wave.

There was above average creativity here, a good mix of objectives and the reuse, in scn 2, of the map in scn 1 was also done creatively and fitted well, achieving it's objective of familiar yet different.

Balance was initially hard to achieve but then when you crack how to hold off the enemy you settle into a routine of whittling them down and rushing when you can. This provided a strong and consistent challenge but not a massively varied one.

Map Design
The first two scenarios used the same map with minor differences, however the map itself was detailed with some very nice landscape features. Like many in this contest, it must have taken a long time, and for a first effort as well this is very good work. The third map was different and also had a good layout with some interesting tricks.

Interesting approach to instruction maps - take a screenshot, cut out the minimap and put it on the default map, then add a few buildings; the drawback being that they had a ragged, crude feel and came across as a shortcut. The addition of a key in the second one was good. The story was fine, a little contrived perhaps but thought through, at times a little too well, with so many hints they were almost like a step by step guide to play.

If you like long, hard battles with lots and lots of CP units to destroy and a few hidden surprises you will love this. There is enough in these three scenarios to keep you going for a week - in fact to fully test them took me slightly longer. This is a slugfest in the true tradition, with better than average maps, but for some it's going to be over the top. Nevertheless, impressive work and effort and a solid entry, especially for a first timer.

[Edited on 01/18/05 @ 01:29 AM]

Snakeeyes Playability
This cpn was quite fun on the "Random Map" Level, i.e. different to play each time.

The author definitely had some good ideas to contribute to the world of AoE, and though he didn't have any new design tricks, there were enough twists and turns in this cpn to amuse me.

This was a very hard cpn, and took me a while before I could even struggle out of the bonds of my assailants, and escape to somewhere I could build up a base.

Map Design
The map design wasn't anything special, but wasn't bad, and did its job well.

It came complete with a map, and a line of the history up until the start of this cpn, which I liked a lot. Its actual story wasn't bad either, so it scored high here!

A very well executed cpn, and an author that we can count on to add more classics to the granary!

[Edited on 01/18/05 @ 01:30 AM]

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