|Dragon of C
You gave up the outpost in the middle of the desert - managed successful but the solitude and the strange whispering voices, brought by the wind during the lonely nights, wear you down. Some of your honest men vanished in a mysterious way, some of them commited suicide.
With a handful leftovers you´ve left the outpost for more then a week. Afer a long hard walk through the endless sand, you´ve reached a kind of valley. Some fresh water, fruits and some other goods waiting for you after stashing away a handful infidel.
But somthing is strange in this valley... may there rest a blast upon that piece of land? And maybe the infidel come back some day...
Carpe diem my fellow, Carpe diem...
Dragon Of Cyrenaika (DoC)
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I liked this map, it was hard, but beatable. However, you'll be playing a very, very long time. I recomend this one to only the most patient of players. I restarted twice and ended up turning game speed up all the way. Clearing the trees for oasis space was the key to beating this, so start out with a couple of orchards to sustain your food needs, then make a lot of woodcutters, gradually switching them to farms as the trees clear. Remember to make wells and start arrow production early to stave off the occasional attack.
Balance was good when it came to space, oasis, and trees. The only only thing keeping this from a 5 is the fact I needed to buy other resources, like iron for weapons and stone for walls/towers. This only made an already long game even longer.
I liked the fact you had to invade the town at the onset to claim it for your own. It fit in with the story nicely, which describes a group desperate for survival. I thought the map would be unbeatable with popularity dropping below 50 at the onset, but a few villagers stuck around, so that's all you need to begin.
Map Design: 4
Nice. The terrain is polished, and you designed the oasis very well. Like a true ecenomic scenario, your focus is on managing the castle and resources.
Not a lot of story, but it was enough to put my head into the scenario. Perhaps english is not your first language, or your not skilled at writing, but you made the effort which is what counts.
Well balanced and well crafted, and HARD! Great job
[Edited on 08/26/06 @ 09:20 PM]
Wow, this map keeps you on your toes and puts you through your paces, especially through the beginning years it’s been a good challenge to minimize heavy casualties while your initial forces are creeping up the loitering Arabian troops hidden behind the ruined walls of an abandoned settlement.
Then I felt impelled to establish a smoothly working economy quickly and a strong defensive position…because various calamities were threatening all around (horrendous fires, annoying thefts, to say nothing of those temporarily roaming bandits).
You are warned! This map isn’t meant to be played in one hour or so…
I’ve played the map twice, the first to check it out and find some appropriate strategies. This done, I went for it – first tactic was to build the barracks and to invest in a dynamically growing bow production for being prepared against eventually occurring hostile attacks. From time to time, I was forced to adjust both food consumption and taxation to keep the popularity in the plus. I was relieved when steadily incoming revenue allowed me to buy some iron; finally, I was able to tackle the demanded swords and amours objectives.
As for the invasions after 20 (game) years, they are getting easier to handle in the course of time, and don’t bother anymore. All goals are achievable, but sometimes I felt as if I would go two steps forth and one step back.
As I started playing this creative map I knew that it would reveal a few surprising “things” (obstacles) impeding me to make rapid progress in this scenario. It’s hard to describe creativity here with words – just dive into the game, then you’ll face a fullness of creative aspects. Concept, map design, scripting, and story are interconnected in an admirable, unmistakable manner.
It’s a remarkable layout of a mostly barren desert, and a narrow authentically looking stripe of fertile ground along a slowly trickling stream. The design is not spectacular, but overall I have to point out this excellent use of elevations, rocks, plants and the author’s skill of modeling natural landscapes. Well done!
This category shows good promise, however a few unanswered questions are left out, especially concerning the objectives. What are they for?
Keep it up, Dragon of C!