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Assassination Operation 2 : The prisoner 007
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Author |
File Description |
azomio |
Posted on 11/14/13 @ 03:39 PM (updated 11/18/13)
File Details |
Map Size: |
300x300 (Medium) |
Difficulty: |
Impossible |
Made with version: |
1.2 |
Minimap:
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After Assassination Operation was done before 1318 AD (http://stronghold.heavengames.com/downloads/showfile.php?fileid=7615)
The Great arabian assassin was catched in September 1318 AD .. in personal jail .. alone .. FAr from civility !!
Saladin the wise and Emir Omar have receive the succes operation with happiness .. but after some months they feel bad about their champion , because he was late and he hasn't back !!
at this time .. the great arabian assassin .. was in the walls of the prison .. but unable to down and be free .. watching the other prisons where are his friends !!
Emir Omar has sent some units to scout .. and they find The Great arabian assassin in prison and tried to destroy its towers to make the G.A.A free .. but quiqly .. empror Frederick sent some horses from the other jails to stop the attack !
Now it's easy for the G.A.A(Great Arabian Assassin) to celeberate his self , his friends .. and they all will try to kill all people who are guarding and living at this place .. as a revenge !!
But surely when Empror Frederick hear about that will send a help .. so he must they must do this before the help comes and make it Impossible invasion !!!
Objective : No enemy on map !!
Lose condition : No people left !! |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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ibballin |
Posted on 01/14/14 @ 11:18 AM
Playability: 4
I only completed the map on my second or third try, which is understandable given your difficulty rating, but it was due to the assassin climbing a wall in a place where I didn't tell him to and him dying, but that's an error with the game, not your map (similar to when you send units to dig up a moat and they just dig wherever they want). However, there was a minor issue with the gatehouse in the bottom right automatically switching allegiance to the enemy whenever you take a unit off of it, and it continuously opening and closing.
Balance: 3
The time that you have to complete the scenario is too long, and it makes it a little too easy. It feels like there is no pressure or hurry to finish the map. I completed the map in less than half the time you gave on game speed 90, and even then it only took me that long because I forgot to kill a few units from the original jail cell and could only send my slow, lone ballista to do it. (Somehow my knights got inside the top right castle and got trapped.) You probably provided a few knights too many, and the fire throwers didn't really serve any purpose but to suicide themselves.
Creativity: 4.5
I wasn't sure where to start on this map, but that actually is a point in its favor. You see the units in the top left and the bottom right and you think "hmm, I can't do anything here...", and then you realize it's up to your lone assassin in the bottom left! How you hinted at what to do with the damaged tower, and the freedom to choose which prison to liberate next was great. I really like what you did with the engineers and the siege equipment, too. And when I didn't properly liberate the final prison, I was in for a surprise!
Map Design: 2.5
While the castle in the top right looked very nice and natural, in the way that the walls come together with the cliffs and the placement of the gatehouses and the towers, there was simply too much cliff. The top left prison is good, in a good way it reminds me of that one siege mission from the historical campaign, that's the way a corner stone structure should be built (the presence of three gatehouses looks a little off but I assume they are there for playability purposes). The bottom left and bottom right prisons amount to a rectangular wall, and don't really look so nice. And I feel like that all four locations were entirely separate; I understand the function for this, but it doesn't make the map really come together well as a whole. The camels were fine, but the rabbits and the deer were in the standard chunk formation, which also detracts from the appeal. The way the oasis and the desert comes together is good, but the walls and cliffs protecting the knights looks unnatural.
Story/Instructions: 3.5
I liked the ideas that the story conveys, though perhaps you can get somebody to proofread it for you first to make it a little easier to understand.
Additional Comments:
All in all, definitely worth a play for its ideas, but maybe next time try to find a workaround so you don't sacrifice aesthetics for them. |
HGDL v0.8.2 |
Rating |
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3.5 | Breakdown |
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Playability | 4.0 | Balance | 3.0 | Creativity | 4.5 | Map Design | 2.5 | Story/Instructions | 3.5 |
Statistics |
Downloads: | 600 |
Favorites: [] | 0 |
Size: | 443.62 KB |
Added: | 11/14/13 |
Updated: | 11/18/13 |
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