Zellda The King Of Darkness V01C
Posted on 05/03/08 @ 08:26 PM (updated 06/11/08
NEW VERSION LOAD :
|# of Players:
>>>>>>>ZELDDA THE KING OF DARKNESS V01C<<<<<<<
Author : Mers ( MG, mersmers )
Style : RPG Quest ( Team Works )
Fix: King Adjusted
Fix: Other litle bug Fix
P1,P2,P3,P4 = Team 1 Human
P5,P7,P8 = team 2 Compunter
P6 = team 1 Compunter
Follow quests and look a little to win..
You control a heroe that you must improved
Boss Use speel , See it chat and careful !
JHON, Fast Power regen And have Beast
SAHIN, Possible invulnerable Hand armor
EIMELIA, Mix units, Good Power !
HUANG, granade ^^ And Use hand attack
Only for fast lvl up !
kill enemy to win a lvl :( improved attack, Hp, receved gold and % Critick For Huang )
Kills lvl : 10 Kills for up a lvl and after lvl 15 need 30 kill for up Next lvl...
Max lvl : 20 lvl Max
Food : Life ( Start game with 4 Food )
Buy Arsenal :
DoppelSoldier = Attack 25 Gold
Chen = Armor 30 Gold
Kichiro = Hitpoints 20 Gold
Buy Market :
Oldunits = 1 Life 20 Gold
Setler = Tribute 10 Gold To
Buy Casern (Tavern) :
This possible you buy
Guards, need lvl 05 minmum
Buy Hous of Surgeon :
Settler = Improved Surgeon
For Buy or Enter and Leave the Houses....
<<<USE CIRCLE WHITE !!>>>
For repport problem Contact Me In game on eso !
Good Luck ! Bye
|Author||Reviews ( All | Comments Only | Reviews Only )|
There are almost no bugs, also I liked how that if p1 lost, you could change its units to p2/3/4.
Only thing that I disliked, its that when you are fighting sometimes comes a cinematic, and you cant do anything to escape from enemy, so you lose a life.
And another problem of your scenario its that it takes too long, well OK its design its incredible, but it takes long to finish :s, but I guess that thats how the scenario is supposed to be
All players got unique heros that are special and good in its own way, so technically its balanced.
Srry to give you a 4, but this map its very alike to 1 of the most popular scenarios ever, The Fall Of Russia, even though I like how with each lvl you get coin, which you can waste in cool things, and also I like the "teleportation" :P.
Map Design: 5
Exellent, the map is perfectly done to the minimum detail, you didnt forgotten practically anything.
Very well done, also you can select in the map if you want the game with/without instructions, or with/without story, thats just exellent, so I give you a 5 here.
One of the best scenarios I ever played, only thing I disliked its that when you are fighting sometimes comes a cinematic, and you cant do anything to escape from enemy, so you lose a life.
I would love to give this a 5, but for two reasons. First of all, it is a very long game. Gold is hard to come by especially if there are more players, this makes upgrading and progress slower. Secondly, two of the four times I played this online, I could not move Zelda out of the castle. She would not go out the front door teleporter, or the rear teleporter to the town. It is so disappointing to finally finish a huge epic battle, and not be able to rescue the Princess! If this is a bug you can fix, please do so.
Overall very nice balance. All the heroes have a good ranged attack, and a good hand attack. Sahin is a little weak in the beginning, and people do not want to be Player 2 for this very reason. The differences aren't that bad IMO, and each hero is capable of completing the scenario alone, with some judicious caution. The treasures are of the appropriate types for the players, and the density and types of guardians and enemy units are properly graduated.
Another very ambitious adventure scenario with significant improvements over the first iteration of Zelda, and Heroes' Quest, another favorite of mine. The shops, healing spots, towns, and teleporters make this work a lot better than having to march all the way back to your starting town. Another good solution to an old problem is that if Player 1 drops out, you can control the objectives yourself and complete the scenario.
Map Design: 5
RPG mapmaking done very well. Although the map is large, it doesn't lag because you've kept clutter to a minimum. Objective targets help players proceed quickly from one objective to the next. Hidden areas stay hidden. Paths, cliffs, ledges, and rooms have been laid out with obvious meticulous attention to unit LOS and pathing issues. The ever-present mysterious cave is there, and done well as usual - different from Heroes' Quest.
Had a bit of trouble with this one. In the beginning, although I chose to avoid cinematics, it gave us full cinematics anyway. These are disruptive for people who have played this already. Also, the instructions were not always clear because of grammar. The objectives helped, but between the chats and the swirling camera, it became very confusing at times.
This scenario is a lot of fun, and worth many hours of replay value despite some bugs. Finding a way to let Zelda out of the castle each time would be the most important fix. I look forward to every new scenario you make, and hope you will continue to improve them and build on them.
The map was a bit laggy, and confusing due to the nameless circles. Also there is a bug when u go attack the wolfs for the horse, the nootka clubman attacks u and u can;t kill him beacuase he is the treasure that u r supposed to get from the wolfs too. Also, i was at lvl 13 (other players died and sucked) and i got the horse, however the horse belonged to p1 (who was killed) and i counld't move him to the spot required, which pissed me off big time. The cinematics also caused me to die/ lose units. mainly the on with the reagade pistol where the scouts and animals killed some of my men.
Some units were stronger than others, such as the magican who had the grenade, other than that it was fine
Great creativity, other than the fact zelda was not created by u lol. However i gave u a four because u made it into a scenario, thx to your creativity.
Map Design: 5
Very, very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very,very, very, good eye candy and hills and structures, just plain execelent!
Instructions were great, story was great, only reason y its a four is beacue u didn't make up the story :P.
You should give the horse to the player who went into the stable and got the horse, or make it convertable between players.
Some black-outs in this map, specially because of the cinematics (of reset the cinematics). In this time players loose control of them heroes and die.
Good balance. Is just a matter of choice. All humans can choose them hero.
I may say: this is the best RPG of AoE3/TWC/TAD. I love RPG's and your remind me of the great AOK/TC maps.
Map Design: 5
Nothing to comment. This map is a master piece.
Quite confusing instructions. Definitely need to play this more then once before understanding what to do.
Additional Comments: I was pleased to see that old fashion RPG's are still made. This game's Editor is bad and unstable, but you did a good job. Keep up the good work.
In zelda 2 i found a bug... you should check if he is also in zelda1 (if sahin get a armor of 1. Than he has no armor any more :( ).But now the positiv:
-you can change to other player if player 1 dies or go out of game
-it`s not so frustrating if ur charakter die`s one time (like fall of russia) cause u make a life system and that`s is maybe the reason of the popularity of your zelda maps and that i really enjoy
-That is a RPG with many possibles... you can shop in the city have sometimes more as one way you can choose or you do a secondary objectiv like bring the pumpkin back...That i miss in other maps
The enemy units have a great balance (stronger and stronger, you start with killing wolfes and in the fort u beat gatlings xD). Only the human players need a little tunning. Sahin`s damage is to weak and huang shoot so slow, that is frustrating if u want kill a enemy and sniper stole you everytime kill.But Huang has a strong bomb and so he is nearly so good balanced like p1 and p4. I would like if you kick him and replace another character instead of him (Maybe a rider, that would be funny xD).
Also u can add a choose of difficult. Easy- human units were boost,normal-like now and hard- you boost enemy units. So it`s possible to finish game earlyer...
Zelda wasnt your idea but you bring so much cool trigger and possibles to CSO`s with this map. For example life system and a teleporter to many houses (the characters dont move if they teleport). I think this are ideas with a great futur :).
(to your idea with teleport; I found a effect "teleport units in area" which is much more usefull as this one you take. Specially for the fort it will be great if you can move in with animals, mercs or surgeons. If you need that trigger ->hg download section->misc files->pftq`s trigger set)
Map Design: 5
Based on two terrain: cave and normal land. Has alos very many eyecandy and a village that look beautifull... The enemy units stand not next to next,that also is good.
Good cinematics but it wasnt clear what to do at the first time i play. Luckily i had one guy who played before and this was our "leader"
in this game. After the -bring me the horse- mission are the textes of cinematics a lot of better and i can good understand em. A point i dislike is that the enemy try to kill u while cinematics
Zelda had many bugs when you released it but now it is really great to play it... and at this point i praise your support cause u fix bugs very fast if people tell you from then and if someone have problems with game and ask you he will definitly get a answer in a short time space
AND THAT`S GREAT!!!
To the game: nice cinematics, a good balance, a op designed map and your own creativity make zelda to this cool game which it is now. I can only recommend that game!
PS: We are waiting for Zeldda 2^^
(is zellda english or french version of this name? People in Germany say zelda so it is no spell misstake!)
[Edited on 07/14/08 @ 12:32 AM]
One of the most playable scenarios I've ever played. You have so many chocies: you can upgrade your unit in different ways, go through different sidequests, and play as different characters. The difficuilty levels alone add so much replay value into the game. There was very little lag at all, despite the amount of depth in the game. There was a huge amount of exploration in this game, just like there would be in a regular zelda game. I liked how each hero had a unique ability, and they all played an important role in winning the game.
The game was very balanced. You go from weak enemies to stronger and stronger ones, just as you yourself get stronger and stronger. I found that throughout the entire game I was constantly being challenged, but not too challenged. If anyone made a mistake, they could still come back for another chance with another life. Each player's abilities made them all vital to winning the game. If one player leaves, the chances of you winning are greatly reduced. I found that P2 was a little weaker than the others, but he is also one of the most imprtant players in the game, as he is the meatshield. Each player has to make sure that they get the same amount of kills as well, becuase if one player gets too overpowered, the other players won't be able to take advantage of their abilities.
For such an overdone genre, this game really adds a lot of creativity. I loved how you got teleported into shops. You really could go inside them! This is something that I've never seen before, and added so much to the game. I loved how you could buy different things almost everywhere. You have to decide which is more important: more attack, a mercenary, or a monkey. My friends tended to buy the monkies. I have also never seen such unique units. The sniper was such a neat idea! Most of the time, the classes end up being: Fighter, archer, wizard, and priest. These ideas were much more unique and very enjoyable.
Map Design: 5
The map was beautiful, what more can I say? Everything was made so well. Trees were put in just the right spots. Props fit in perfectally with their enviroments. The towns were crafted realstically. The insides of buildings really felt like buildings. The terrains were mixed great. I can tell that hard work was put in to make a map as detailed as this.
I thought the story was great. It was your typical "save the princess" story, but it was pulled off so well. The opening cinimatic was well done, and looked great. There were little mini-quests that you had to do, which added on greatly to the plot. The poor grammer was a little hard to understand, but it got the message across.
A masterpiece. Easily the best scenario I've ever played on AoE. It looked great, played great, and is a great game to play over and over. The game was a little long, but because you had so many choices to decide between, it was worth it. I don't mind replaying it, because I want to try out different things each time!
Hey, I know this scenario is from quite a few years back and that possibly you don't follow this anymore, but my friends and I enjoyed this so much last night that I created an account just to write this!
This has got to be the most fun I've had playing aoe 3, ever. Its pretty much a campaign with friends. This game could have practically passed for an mmorpg. My two friends and I played from 11 AM to 5 AM and were dying by the end of it. There were no bugs that we noticed (though we did notice the debuggers.) We really wouldn't change anything in terms of playability. If we had one qualm with it, we're really curious as to what the point of the priest is. We already get surgeons, so why use a priest? They weren't able to convert anything (they just got slaughtered.)
The balancing was almost perfect I must say. The strengths of each hero actually made a difference in the outcome of a battle, unlike many RPGs. We found that we could only confront certain types of enemies with certain heroes. For example, it was hopeless trying to fight the skull knights in melee, Link had to use his Hawk Eye to take them out, while Zlatane tanked them. There was a good variety of tactics that could have been applied, as the mobs themselves were very varied.
Later in the game, the mobs became insanely difficult, with level 20 L(l)ink not even doing significant damage and Zlatane and Huang either. Due to weak AI/micromanagement, the mercenaries/pets suffered at times. I remember finally having purchased Kurt & Le capitane Jack, only to have them annihilated along with my bear and orangutan when they kept aggroing groups of redcoats and Elmereti against my orders.
We really think you put your own twist to this scenario. The story was evidently the stock Zelda tale, but the individual quests were very original. Some mechanics were no doubt borrowed from other scenarios, but you used them well in your own way.
Map Design: 5
The map was absolutely beautiful. Initially I wondered how much content the map really could have used, considering that half the map was nearly explored in the first moments. Boy were we in for a surprise. Nearly every inch of the map was packed with content and eye candy. One of the best parts would probably have been the cave, where we had a grand time.
I'd say these are one of the main faults of the scenario. Although the story *made sense*, the somewhat weak translation severely handicapped it. If anything, they provided good laughs though. Often the instructions were not clear, but everything was simple enough to deduce on our own. A fluent bilingual translator would have been ideal; my friends and I are all English-French bilingual and would have loved to help (though I do realize this is from 5 years ago.) Nonetheless, we could have inferred what the true story was and the gameplay and map design supported it so I'm giving a 4.
We had a great time. Can't believe it was so long. Keep up the good work :)