A young thief, Jacob drugged thrown into darkness by a mysterious stranger.
Given a task that seems simple and could bring you some wealth. Go to Mount Tiburon and retrieve the fabled Horn of Tiburon. Bring it back and you will receive a reward that is worth your very life. Thinking you could take the artifact for yourself and this buffoon would be none the wiser.
That is until this man tells you “Fail this task and the poison that flows through your veins will run its course and you will die. Return with the artifact or forfeit you life.”
Poisoned and set on a journey that may very well be your last.
To live you must return to the stranger with the horn for your antidote. Time is slowly running out
Please remove scenario dated Posted on 07/02/06 @ 02:46 PM as it was submitted a second time and it has the wrong setting placed on it. Thanks.
[Edited on 07/25/06 @ 12:06 PM]
Alakazam
Posted on 08/15/06 @ 11:21 AM
Rating
4.1
Breakdown
Playability
3.8
Balance
3.6
Creativity
4.3
Map Design
4.5
Story/Instructions
4.4
Playability: 3.8
This was a very good scenario to play. Looking after your units was very important, so you had to explore at first very cautiously. It would have been nice to include a Build & Destroy element to this scenario, but the tasks were enjoyable and quite easy to complete. The difficulty of this could be slightly harder.
Balance: 3.6
This scenario was quite easy to win and play in general. However there were times when it was quite difficult. Maybe more enemy players could enhance gameplay perhaps.
Creativity: 4.3
I liked the way swamps were used to create a good marshy effect. The objectives, although slightly plain in most cases (bring object to area), complimented the gameplay well.
I loved the way that the guardian turned into a tree! (How did you do that?)
Map Design: 4.5
The map design was excellent, and this was the scenario's greatest asset. The use of swamps and walkalble water combined with layered grass clumps and dirt patches, creates a real setting that the player can enjoy. I saw use of hidden objects such as Trade Workshop and various other eye-candies.
A consideration for next time would be to mix either Pine and Forest or Jungle and Forest. At the moment only Forest is used, however Gaia trees are included as well.
Story/Instructions: 4.4
The story made the gameplay more real and added to the player's enjoyment. There was a well drawn and fully helpful map included, along with a useful Hints section, the main instructions, and more story in the History part.
Additional Comments:
This is a great map, in terms of both play and design. I would say that the difficulty could be slightly harder as the general improvement, but a good scenario nonetheless.
Download Recommendation: Yes
IICDO File Author
Posted on 08/18/06 @ 05:14 PM
Thanks for the kind review Alakazam. I was a bit apprehensive about submitting this as I was working on my original campaign and got bored and started to fool with the editor.
As I worked on the map a story just popped into my head.
[quote]I loved the way that the guardian turned into a tree! (How did you do that?)[/quote]
That would be the Stealth Archer that turns from a tree to archer as you approach. You find him in your players 1-8 not GAIA as I had stated earlier I downloaded it from the All Hidden Units v0.8 (*.dats) - AoE, RoR by scenario-t-c .Check it out.
[Edited on 08/20/06 @ 11:39 AM]
Dark_Avenger
Posted on 08/19/06 @ 10:40 PM
Knowing that IICDO was a Military, I expected to have the opportunity to walk into the rivers for some tactic moves or else - and I have been served! ;-)
I can imagine some scns with a Combat patrol which the player can choose to walk into rivers to avoid many dangerous units!
[Edited on 08/19/06 @ 10:41 PM]
Alakazam
Posted on 08/21/06 @ 09:14 AM
I took your advice and got the hidden units. They're great! I'm gonna have some fun designing now. :D
IICDO File Author
Posted on 08/21/06 @ 09:47 AM
Good to hear. So lets see a fantastic campaign or scenario.