It's pretty obvious you didn't have anyone playtest this map, but why didn't you try it yourself before uploading it?
If you had, you'd have noticed that you forgot to place any signposts. There's actually NO way to loose because the only loose condition is for the Lord to be killed - and he cannot be killed since neither the enemy nor bandits can even appear.
JuBuOrangie File Author
Posted on 05/18/05 @ 12:00 AM
Im sorry for the confusion but the scenario has been updated now.
Posted on 05/22/05 @ 12:00 AM
Betrayal part 1
Is the beginning of a collection of maps from JuBuOrangie as he promises to offer gamers a fun and challenging package of playable scenarios. Betrayal part 1 is an updated version of his original concept and after ironing out some of the initial problems the map has become a solid and very playable eco invasion.
Map design is creative and strafes the fine line between reality and fantasy. The biggest focal point in this map is the skull shaped island that lies in the centre of the design. Cleverly the island holds valuable iron ore that can be used for further development in your own economy, but is only accessible by mining stone (for stairs) that is on the far left of the map. This chain is unique and gives Betrayal part 1 a lot more substance than probably otherwise.
This fairly short quest has easy attainable eco goals – but the big plus for me is the size of the timely invasions that are balanced in numbers and a decent challenge, and when placed against what the player will have as the invasion unfold it’s a very good piece of work. In fact you start with the keep surrounded by broken wooden walls, if you choose it can be patched but I found destroying it all and starting from scratch helps immeasurably. There is plenty of wood and animals that keep you on your toes throughout the quest and if you bypass the roughness and simplicity of map design you will be playing a solid scenario.
All in all a good map that hints at further successes. But I will suggest that more time is placed on the terrain editing, this will have an enormous impact on your maps in the future, and I guarantee you’ll become a stronger map maker as a result.
All the best, Andy
Posted on 05/23/05 @ 12:00 AM
In response to your query; after reading the review again I can totally understand why you’d want more
information on certain areas – just like map makers I guess reviewers need the occasional review to keep them
on their toes.
You are not happy with some of the scores? Notably the low ones, right.
The story on reflection does deserve maybe 1 more point; this is because you made an effort to create some
background for the player and have painted a picture which does tie in with the game.
There’s also a sensible logic in what you have written albeit more than 50%
of the characters die which is a little morbid :). You have the potential to be an explosive story teller,
but for the moment you are just at the beginning of this learning curve.
There was a lot of death within your story – maybe too much – Gareth died, but why? Was he murdered –
he could have played a role in the map. Anyway like I said before you put pen to paper and tried – most map
I’ll amend the score.
As for creativity – I compare all maps I review to the best maps I consider – I’ Pig, Mount Doom,
Raglan Castle, Meteor Crater just to name a few. Although Betrayal isn’t a bad map you must accept that
the maps I’ve mentioned are a lot more creative than this and do look like they’ve had a lot more time spent on them.
Try to create more realistic landscapes, use all the textures available in the editor – just try and experiment –
Also become a member of StrongholdKnights.com and download some funky templates they have.
These range from different colours for the player or ‘Siege’ style invasions which are great –
they have quite a few.
No amend here I’m afraid.
This area is always the most difficult to score and most contentious – For Betrayal Part 1 i considered
the options you made available from the start, the balance displayed in terms of map design and what
the scripting achieved. As I said already the size of the invasions were the best part of this map. You could
have made the economic side of things more of a challenge – both in scripting and map design. There was a fire
and some other events but not nearly enough - I liked this map and it certainly wasn’t a flop like
some maps I play, but still work is still required.
Sadly no amend.