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Downloads Home » Single Player Scenarios » (UPDATED)Long way to France

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(UPDATED)Long way to France

Author File Description
lifereloaded All I get is crap so my maps are now gone good day. AND VERY RUDE EMAILS.

For the people that have sent me the code to my email i will still do the drawing.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Snake64_009 My first review:)

Playability: 4
Very nice map, smooth. I enjoyed it all especially the cave.

Balance: 4
THose cannons made it too easy to fight the french. I defeated them by only using those and the mortar for most of it. Maybe less of the cannons next time. but the fight in the cave was a nicely balanced fight and tougher than the rest.

Creativity: 5
very nicely done. the tribes and side quest made for a good map.

Map Design: 5
varied map and nicely done. I like the cave being in the forest and the french island.

Story/Instructions: 4
I would have liked a better story about how you got stranded there etc. why? how? when? etc..and the chat kept coming up repeastedly soemtimes which was a bit annoying.

Additional Comments:

looknig forward to the next map:)

[Edited on 12/31/05 @ 04:43 PM]

aoe3maniac Playability: 4
This scenario was challenging and fun, but did not live up to the initial hype of "only for experts".

Balance: 3
Like one poster said, you couldn't just rush through and win and that was good...but overall it was relatively easy for me, given the reinforcements, to win this scenario without a lot of trouble. In addition, the hero was too easy to kill...I didn;t do much with him once I discovered this and let the other untis do most of the fighting.

Creativity: 4
It was a good storyline, but it could stand a little more explanation.

Map Design: 4
The map was well done and laid out. Lots of paths and good triggers that all worked well (excepot for some of the messaging).

Story/Instructions: 3
Had some problem with this, understanding some of the instructions and the ending message itself was so fast as to not be readable. I was expecting some kind of victory screen, etc. too.

[Edited on 12/31/05 @ 04:44 PM]

lifereloaded
File Author
sorry to disipoint. this was my 1st map:"(
Snake64_009 hey im not dissapointed and im sure others arent. this is a totally new game for us all and requires gettng used to. it was great just a few bits here and there but nothing major. Dont let small things put u down:).....keep it up and u'll do brilliantly.

[Edited on 12/12/05 @ 06:08 PM]

lifereloaded
File Author
anytihng blelow a 4 is a disipointment in my eyes ill try harder.

Steve
mrrags1
Rating
3.0
Breakdown
Playability3.0
Balance3.0
Creativity3.0
Map Design3.0
Story/Instructions3.0
Playability: 3
It was very easy to play and there were no major problems like some I've had trying to make these scenarios. The only big "problem" I had was that the message at the end was up for such a short time that it caught me by surprise... so I played it again and could STILL only get THE LAST FEW WORDS... if you know what I mean 8-)

Balance: 3
The balance wasn't there for someone who might try to run through this thing. You are right... it IS a looooooong way to France! Could become boring to many.


Creativity: 3
Much more original than the majority of those I've seen. But except for the cave, it looked computer geberated.

Map Design: 3
I'm not much of one for the long and winding trails through an endless maze of possibilities. 8-) I know that every AOE campaign known on this Earth has at least one of these... maybe that's why I don't like them. 8-)!!

Story/Instructions: 3
You did an OK job with the instructions and the messages but some triggers didn't seem to work. I enjoyed the objectives and sub-objectives... they flowed nicely. Sometimes, though, the bad spelling and grammar was a problem.

Additional Comments: The English in the scenario needs some serious help but that could be because I'm an English teacher... who knows?? 8-) Besides, I have no idea if you're a native English speaker or not.

Were you aware that you can run your mortar along the side of the river and eliminate much of what is in the cave (and in the French fortress)??

[Edited on 01/04/06 @ 09:07 PM]

Catbert I'm not that great but that was still kinda easy wheres the password ----(censored)
Luke_Feanor
Official Reviewer
Rating
3.2
Breakdown
Playability3.0
Balance5.0
Creativity3.0
Map Design3.0
Story/Instructions2.0
Long way to France is a fixed force scenario, taking the player on a journey through many battles to defeat the French.

Playability:

Mainly the playability of this scenario was good and I was kept interested and enjoyed the scenario throughout. The battles were never too far spaced apart which helped keep me involved and kept my attention, although there were several occasions when I had to traverse over half the map to get to the next objective. Either as a change to this scenario or for the future I’d recommend making the distances shorter, for example in this scenario a passage out of the back of the caves back behind the native camp would have been useful to save the player spending 5 minutes moving his units back. There were several bugs however that hampered the experience somewhat. Halfway through the scenario I received a chat message that kept repeating throughout the rest of the scenario. Another problem (though not entirely the author’s fault) was that in the paths separated by trees unit path finding became a real problem; often my units when tasked into areas or onto enemy units became entangled in trees. I would suggest making the paths slightly wider, or at least sections of the paths wider so that units can have spaces to be manouevered in. Lag-wise I found little problems with a medium to low spec computer, although in the French town all the units and smoke from the buildings slowed it down a bit. In conclusion, a good solid playing experience hampered by a few bugs. 3+.

Balance:

This was the best section of the scenario. For me the balance was perfect, requiring a few restarts but not too many to cause frustration. The battles were well thought out and required some interesting tactical challenges - dealing with those ronin in the caves proved an interesting problem for me and required some thinking, which was fantastic. The player was presented with reinforcements at just the right times within the scenario when my numbers were dwindling. Another aspect I liked was having to look after your mortar carefully as you only have once. Battles required micromanagement, thought and were easily lost if you made the wrong move. Overall, this deserves a 5.

Map Design:

I’m not sure if this was a base random map or not, but overall I felt the map could do with a little more work to make the scenario more enjoyable. The opening scene with the dead units and destroyed boats after a battle was good, although the waves that were further away from the shore looked a little odd. The main area of the map was the forest/path area and I felt it looked a little bland; there wasn’t much variation in the terrain or any additional eye-candy, although the area with the wolves was nice. The area to the right of the two English outposts that was sunken was a little strange – my units could go down there and were hidden from view, and some were momentarily stuck down there until the path finding sorted itself out. I would suggest using cliffs instead there or blocking the player from going down. The caves were fairly well done, but again needed a little more embellishment and variation, and the grass edge looked slightly strange. Occasionally the terrain mixing also looked a little rushed, with some ‘square’ joins and uneven transitions. 3.

Creativity:

I thought that overall you did a good job with making the scenario interesting by adding in side-quests and varying objectives. Although these sorts of quests have been done before in RTS games they added a little extra to the game play and kept the objectives varied. In order to score higher I would have liked to have seen something slightly further from the ‘kill’ or ‘collect’ objectives, but AoE3 hasn’t been out long and these sorts of features haven’t really been seen yet. I did like the idea of having the outlanders in the caves. 3.

Story/Instructions:

The instructions for the most part were clear and useful, although on a few occasions I was unsure of what the instruction actually meant and whether I had completed an objective. It would be more helpful if the instructions and objectives had a bit more depth to them to make it crystal clear what the player has to achieve. There were no moments where I was completely in the dark about what to do, but at places such as the start for example, I knew I was supposed to be looking for some men but I had no idea where they were, who they were or why I was trying to find them. I had similar problems throughout the scenario – one notable occasion was when I was told to go to the natives for help across the river, which I took to mean I was going to be given a boat or have a bridge built, which was not the case. It was slightly disappointing not to have a storyline or any background detail; I had no idea of the motives behind my characters mission or the current situation, or even why I was there, which would have added so much more to the scenario. 2+.

Additional comments:

There is some real promise shown here, and you have the premise for a good, solid scenario. With a little more work it could be a lot better. An impressive first scenario. I would like to see more.
Xdaamno That text based idea... without using triggers to disguise others it literally isn't possible to make the text change when you look at it the editer, not including advanced modding.
ScaryLarry Playability: 2
It was playable but not only is it a "long roadto France" but a very long and TEDIOUS road. Certainly not up to your 'hype' as being for "Experts."

Balance: 3
Balance was manageable if you are used to playing this type of game where you have to draw out two or three enemies at a time until they're all gone.

Creativity: 3
Not all that creative other than a mix between the forest and caves but that was also done in AOE3 campaign... so not all that creative or original.
Map Design: 2
I've played all AOE and AOM games and they ALL have this same tedious type of map design. It's gettin OLD!
Story/Instructions: 2
Not much of a story to go on here. Again, it's the same thing I've seen. hero did nothing but stay safely at base. Reminds me of Bush and Rumsfeld.

Additional Comments:
Not especially for "Experts" but more for those who have unending patience with an incredibly slow paced game.
How old are you? Where in heaven's name did you study English? My apologies if you don't speak English as a native language but darn, it's bad!!

[Edited on 12/31/05 @ 04:41 PM]

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HGDL v0.8.0

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Rating
3.1
Breakdown
Playability2.8
Balance3.8
Creativity3.0
Map Design3.3
Story/Instructions2.5
Statistics
Downloads:1,850
Favorites: [Who?]0
Size:252.00 Bytes
Added:12/02/05
Updated:12/30/05