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Downloads Home » Best Files » Xamo ~ Generals

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Xamo ~ Generals

Author File Description
File Details
Game Version: TAD
# of Players: 6

Blood scenario on a round six players map. Can be played in teams or FFA style. All players have access to the same units, by moving the Flag barrier to the gaia unit on the south side of the map. Player is defeated if he, or she loose the Fort. Enjoy ...
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Official Reviewer
Map Design5.0
Playability: 4
This is a fun scenario to play.
You choose the unit type that you want and units spawn from your fort.
You can also switch to train another unit type.
The battles in this scenario are fierce and fast with plenty of action and no economy to worry about.
However, there are some playability issues that make the game tedious after a while.
Population cap is set to 60 and units spawn too fast so it doesn’t matter much if your army is getting killed badly because you are getting new units very fast (too fast).
As a result it is extremely hard to gain the upper hand in FFA games.
It’s basically a stalemate for the most part of the game which can turn to be very long.

We played with 4 human players and 2 AI players that were idle(as expected).
I was fighting one human player where the other two human player were fighting each other.
I was able to defeat my opponent only because I got the general (for having the most kills).
I then used my invulnerable general to destroy my opponent fort all by itself while my army was battling my opponent’s army.
My opponent couldn’t do anything about my general destroying his fort because my general was invulnerable.
This is definitely a playability issue as well as a balance issue.

There was also the annoying gaia fixed gun in the middle of the map that was killing anyone who got closed.
There was also a gaia general who was also attacking players randomly.
I am not sure what that was for.

There are number of playability issues here but the game is still fun to play.
Team games will probably work better here.

Balance: 4
Overall the balance is good.
Everybody can choose from the same units and players can advance to the next unit set after they achieved a certain number of kills.
The problem is when a player wins a general for having the most number of kills (500 I believe) and then he can use this invulnerable general to destroy his opponent’s fort and then win the game.
That issue throws off the balance of the game.

Another balance issue is that players are limited to 60 population while the progress is measured by number of units being killed and NOT by the population number of the units that were killed.
You see, I can just falconets with 5 population and fight cavalry units (3 or 4 population) and have more kills just because falconets are harder to kill (for having more HP with more population).
So it’ always better to choose units with higher population because this way you will always have more units killed then your opponents.

Creativity: 5
The scenario itself, the way it was set up and the trigger work are all very creative.

Map Design: 5
This is state of the army map design that can only be done by pros.
It’s a beautiful map with lots of details and eye candy.
Very nice work.

Story/Instructions: 4
The instructions are short and basic.
However, more detailed information about the way the scenario works is advisable.
There is no mentioning about the fixed gun in the middle of the map and its purpose.
Some notification with instructions will help too.
For example, every time my flag bearer advanced to the next phase there was no text notification for that, just a small flashy noise that was hard to hear in the middle of the battle.
As a result no units were spawned from my fort because the flag bearer wasn’t near one of the trainable units.
There was also no text notice when I got the general.

However, it’s easy to understand the basic game play in this scenario based on the instructions.

Additional Comments:
My suggestions/recommendations are as follows:

- Make units spawn slower so players can gain advantage once they defeat their opponent’s army.
- Make the general vulnerable with high HP so players cannot use him to destroy forts all by himself.
- Give players access to the fixed gun in the middle of the map so they can capture it and gain advantage.
- Either count kills by population or reduce all unit’s population to 1.
If you do that, then you will have also to balance the units themselves by adjusting their HP.
- Add more details to the objectives and notify players about different events such as moving on to the next phase or receiving a general.

Overall a very nice scenario with excellent map design, and with lots of action.

Congratulation Xamo.

[Edited on 03/03/08 @ 03:26 PM]

File Author
Thank you very much for your rating and detailed comment.
There are indeed some issues that spoiled this scenario, but part of that are the bugs and bad working triggers. Like Gaia ... that wasn't suppose to happen, because there is a trigger that is suppose to fix diplomacy, but that one seems not to work for Gaia units.
About AI don't do nothing ... well it was meant to be an Multiplayer Scenario, and there are no AI settings, and/or triggers (btw. it was too complicated to set gaia units to choose what units are suppose to auto spawn in the base).
Detailed information ... well here was another problem: this scenario had a good pointed cinematic, where all information was added. Because of the disabling of the player's chat, i was forced to delete all cinematic triggers from the game. Objectives with more info? Yes, you are right about that one.
Maybe you're right about the spawn timing, but if a team is attacking together that shouldn't be a problem to take that player out. Beside that Fort's HP is normal, so relative easy to be destroyed.
Thank again and i see no problem if you want to edit the scenario (as far as the name remains ... lol).

[Edited on 03/04/08 @ 10:33 AM]

Official Reviewer

What type of diplomacy did you try to do for the AI?
All you have is the fixed gun, and if you allow players to get close to it then players can capture the fixed gun from one another, and no triggers are needed for that since fixed guns can be captured just like cows do.
That will add another strategic element to the game.

I mentioned the idle AI just to inform players that computers players can’t play.
I didn’t mention that as an issue.
However, you can make the computer players play this scenario just by moving the AI’s flag bearer randomly from one unit to another every 3 minutes or so.
That should be enough to allow computer players to participate.
Players can then team up to play against the AI which can be fun too.

You can use your cinematic triggers, but just don’t use the cinematic mode effect.
You will then have a full screen cinematic and CHAT will still work.
Just make sure to set “Player Control” OFF before the cinematic and back ON after the cinematic.

The spawning issue may not be such an issue for team games and I already mentioned that before.
The issue is more for FFA where it’s usually 1V1.
It’s just impossible even to get close to the Fort with such fast spawning and let’s not forget that players also have a wall and outposts in front of the Fort.
With slower spawning it will be easier for the winning players to get closer to the fort and destroy it.

I would have liked to work on your map and make some changes to it, but that will have to wait a little.
I am currently working on a new multiplayer scenario and have plans to make another one right after that.
Both scenarios have unique game play so I am eager to make them as soon as possible.
However, at some point I would probably contact you about using your “Generals” map layout.
I think you made here a very beautiful map design and I will be honored if I can use it at a later point to make another scenario (and give you full credit for it of course).

In any case – great job.

File Author
Thank you Moshe.
About the diplomacy, i have set player0 (gaia) ally to all other players. This not so much for the cannon, but for not having the "general" attacking the Fort. This trigger seems not to work good, because the general keeps attacking the fort and this wasn't meant to be happening.
I will change the spawn timer to 2 or 3 seconds (what do you think is better 2 or 3 seconds in between?).
Of course you can use the map's layout for your projects. I have no doubts you will use that wisely, not just stealing/modify a map like others do.
Official Reviewer
Well, since the diplomacy for Gaia doesn’t work then maybe you can just allow players to capture the Gaia Fixed Gun and remove the Gaia General.
In my game players complained that the Gaia general is attacking them so I don’t see much use for him any more.

I think it’s going to be fun to fight over the control of the fixed gun.
That will add a new strategic element to the game.
Just make sure to make the fixed gun invulnerable.

Yes, 3 seconds intervals for spawning new units may work well as long as you make the units spawn one unit at a time (every 3 seconds).
That will allow players better access to enemy forts when their opponents loose their army fast.

If I ever use your map of course I would give you full credit for it.
I will also tell you in advance how I am going to use it.

gunner1 Set Diplomacy with gaia, by using the effect 'create treaty'
Map Design5.0
Playability: 5
Fun to play. Get to pick your own units and everything!!

Balance: 5
You can make teams or FFA...Just how I like it!!

Creativity: 5
Just like all of your other maps. Very creative!!

Map Design: 5
Very well designed!!

Story/Instructions: 4
No story :(

Additional Comments:
Keep up the good work!!!
Map Design4.0
Playability: 2
The map is playable for some part, but has several bugs. The first and most major bug is the fact that there is the gaia general who attacks you throughout the game. This is a big problem. I was annoyed that it kept attacking my guys without me being able to kill it. It was even worse for other players, who's generals attacked their forts. Without anyone even attacking them, their fort was down 50% by the end of the game. There were several other minor bugs as well. I couldn't get one of the units (the level 2 calv for player 1 I think), and one of the other players complained about not being able to get something as well. Although player 2 had over 500 kills, I was the one who was able to get the general.

Another poor gameplay feature was the the cannon in the center. Once someone captured it, they would keep it untill every single one of their units died. This made it very hard for someone to capture it, as units could constantly come back to reinforce the cannon. The cannon itself was much too strong, and could kill the majority of my army by the time I made it to fight the enemy in control. This caused me to hide in my base; not wanting to leave for then I would just be giving the owner of the cannon more kills.

Balance: 4
The game was mostly balanced. Every player had the same chances of winning no matter what civ they were. The unit upgrades gradually got better and were balanced well between each other. The main balance problem is with the cannon, and how whoever got it pretty much had it for the entire game. Also, the person who starts getting more bonuses will get more and more kills because they have better units.

Creativity: 3
A pretty standered blood map. I would've liked to see many more unit upgrades, 5 just isn't enough. I remember your Charriots of Fire back in AoM had somewhere around 15 or so upgrades. I wish that there were other things making this different from all other maps of this genre.

Map Design: 4
I really think the map design was the most well done part of the scenario. The map was completly symetrical, and looked really good. I liked how everything was neat and such. Good job on this part.

Story/Instructions: 3
The instructions were lacking, from my playthrough. The instructions are short and simple. While I usually like simplicity in game instructions, the ones in this game simply weren't enough. It doesn't go into enough detail about what you are supposed to do, and although I found it obvious to move my flag to the guys, another player was confused for a few seconds. I didn't understand the chat, as it was only named QV1 or QV2 and such. I assume that this was the killcounter on the game, but I would've liked to see the quest vars renamed to something a little more obvious. I also found that the upgrades weren't notcable enough. I didn't even realize that my flagbearer was able to get the General until one of the opponets pointed it out to me. I would've liked to see a message trigger or something to make it a little more noticable when the upgrades occured.

Additional Comments:
While the concept of the map is nice, it has major bugs which damage several aspects of the game. I think that the map would be much better if some of the bugs were fixed.

[Edited on 07/22/08 @ 08:27 PM]

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Map Design4.7
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