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Author |
File Description |
ghostdog |
Posted on 07/01/02 @ 12:00 AM
File Details |
Map Size: |
400x400 (Large) |
Difficulty: |
Normal |
My first map, I have made it so you have no shortage of raw materials.
Hint: Get rid of the wolves early!
Map is named after Bonshaw Towers in Scotland still owned and lived in by my clan. (Irvings) |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Jalis |
Posted on 07/14/02 @ 12:00 AM
Playability : There enought to do with this map, even you quickly understand that even lazy lords could easily win. So forget your efforts are unuseful and playability become rather good. The real problem is the game is too long a you feel boring just to wait for the next batlle when you know it will be an apocaliptic defeat your ennemy. Lack of danger dont help to maintain interest and stress so playability suffer a little. Your are able to sustain about 300 folks with extra food and all what you need ... inside the castle : farms, bakers, hunters, workshops ect ... The castle and moats are prebuild, nothing to do here but perhaps adding towers. A very few bad events (and not evil at all) to distrub you and keep your interest. Perhaps could it deserve at 4,but really I 'm sure. Easy maps gain more in playability than impossible one. I try here to make abstraction to fact I need 8 hours to finish this maps ! My poor venerable computer was at pain with 300 folks and over 900 soldiers.
Rate : 3
Balance : we quick understand lack of balance at the first invasion, and I feel that only with the soldiers given at start, and without build anything easy victory is yours. You need after to train some soldiers to resist futur invasions, but really your capacity to enhance your garrison is far far far over your need. Because all your building except wood cutter, stone and iron mine are inside the castle, you suffer a few destructions from invasions.
No way to write a roman let numbers speak. After 20 years when last invasion occurs I had 600 xbowmen, about 100 archers and over 200 hand to hand combat troops, mostly swordmen. I harvested amazing stock of pitch but never use it : I sold it to have space in my stockpile. I never build a single killing pit too and at the end I win the game with 0% loose. I dont remember that ennemy had fill up a single square of my moat, all were dead before.
The better for the end : last invasion involved .... 11 archers ! Editing the scenario I saw it would have been 420 soldiers. I think I had so many soldiers, civilians, cow, ox ect ... that I reach the game's limit allowing IA invasion those ridiculous number of 11 ennemies.
Ecogoal : ecogoal are irrelevant because you have unlimited time to reach them. The result is that ecogoal are all but challenging : it's just a question of time to reach it.
Rate : 1 impossible to loose.
Map design : a very few work and it will deserve a 4. Just correct unatural spray in the rivers, equalize, up and down terrain around the hills : we could easily see the great square of the large brush you used to make your high terrain. Lowland grass are also too flat, you can easily high a little the terrain to make slight relief, and if you did this with moderation still able to build on wheat farm for example.
Rate : 3
creativity : nothing new
rate : 3
story instruction : minimal story and instructions, a few speech during the game, overall slightly under the average.
Please : if I well understand the story action take place in very late XIII th century ? Try to dont share with most mapmaker this lazy habit to start all yoyr maps in 1066.
Rate : 2
Overall : 2.4
despite all above could be see negative, it's not. This map is a good effort especially for a first one.
If it have no quality, I probably not play it to the end, and probably not make a review.
A few adjustments for futur one will give good maps IMO, because author seems not to be lazy and work on his map. It's a map of quality because of the work the author invest in it. The map is just plagued by what I feel to be a little lack of experience that make it far too easy.
Try to take a little more attention on landscape detail.
Give less advantage to the player at start : less troop, less starting good and less security, so he will have to work to obtain instead you give him all of this at start.
Restrict a little more trade, especially for weapon.
Add some events, and some calamity (but dont abuse of this) to give work to the player between two invasions.
If you use ecogoal assign a time limit such as great and close to unbeatable invasion or calamity, or a true time out.
example of true time out : new event. march 1081 : condition auto stop. result loose. If the player dont
acheive victory condition and win the game brfore this event occurs he automaticly loose in march 1081.
Last thing : Imo it's not wise to allow the player to buy at the market place goods needed to reach the ecogoal.
nota : one of your wolves is "prisonner" one a lone high terrain square in the middle of a water fall.
Jalis
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HGDL v0.8.2 |
Rating |
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2.4 | Breakdown |
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Playability | 3.0 | Balance | 1.0 | Creativity | 3.0 | Map Design | 3.0 | Story/Instructions | 2.0 |
Statistics |
Downloads: | 588 |
Favorites: [] | 0 |
Size: | 703.32 KB |
Added: | 07/01/02 |
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