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This is “King of the Hill” Multiplayer Scenario with TWO "Hills" for 4 players (2V2) (human or AI) with a twist.
This scenario is for TAD+TWC (so you need to have them both).
There are two castles on this map.
One castle is inside impassable Forest and the second castle is on an island.
Each team needs to capture both castles for 7 minutes in order to win.
Once both castles are captured the 7 minute timer will start.
If one of the castles is captured by the other team, then the timer will stop and reset until one of the two teams captures both castles.
You capture a Castle by moving at least 10 military units near the castle and by eliminating all enemy units there.
Players can capture Castles from each other.
Before you can access the forest Castle you need to task your villagers to cut through the trees that lead to the Castle since it is impossible to move units through the forest.
The Castle is being defended by Guardians so be aware that your wood cutting villagers can be attacked by the castle’s guardians.
The island castle is defended by guardians as well.
Each player starts with fortified base with walls, several outposts and one fixed gun.
It is therefore very hard and not advisable to rush your opponent.
However, players can attack their opponent’s villagers who are cutting the tress in the middle of the map.
Players also start with a dock, one ship and fishing boats so gaining water control may be advisable.
There are 4 native posts on this map.
When you build a native post on your half side of the map you will receive 500 wood crate at your TC every 2 minutes.
So make sure to build one or two native posts as soon as possible.
Several economic tech boosts are activated automatically at the start of the scenario allowing for quick economic advance.
This is a scenario that allows players to age up all the way to imperial and build large armies before castles can be captured.
So if you like long games with massive battles then this game is for you.
The strategy in this scenario is to task as many villagers as possible to cut through the forest trees and open a path that lead to the Castle.
This can take 10 minutes or more, so at the same time players may want to raid their opponent’s wood cutting villagers in order to slow down their opponent.
Please note that If you have units near the castle and see no enemy units but the castle still belongs to the enemy, then that is because he has spies right there right next to your units but you cannot see them.
So bring in your explorer or spies or ninjas to reveal those spies and then get rid of them.
Playing the Game
Logon to ESO, go to “Browse Games” and Host the game.
Select game type “Scenario” and then choose the “Forest Domination II 2V2…” file name from the list of scenarios.
Please note that players 1 and 3 play as a team against players 2 and 4.
There is no way to override this.
You can choose any difficulty level for the computer players when you choose to play against the AI.
For average players I would suggest playing the scenario on “Hard” and for bellow average choose “Moderate” difficulty.
You can play this scenario with any of the 14 civs and with 120 home city level (25 card deck).
Copy the scenarios to "My Documents/My Game/Age of Empires 3/Scenario" folder.
Please note that I am not participating in the CSO contest, but you are still welcome to review this scenario. ;)
|Author||Reviews ( All | Comments Only | Reviews Only )|
Its fairly simple to play, it feels like a normal KoTH game in all honesty. there are no real obstacles other than the main objective of course which makes for a simple game. Although i would have enjoyed more things to do, it gets the job done.
The balance in this game in my view suffer considerably with the decks and civ strengths in general. it can be too easy to boom and maintain a well defense for the civs who specialize in it. Another thing are the decks, which imo play a significant role in the downplay of balance in the game. In isnt horibly imbalanced, but it could use some work so a three stands best here imo showing that although it wont affect the game too an extreme degree it could make or break someone's game easily.
Not one of the more creative games ive seen from you moshe. the game feels like just another KoTH game, and one that was taken already from an RMS included with the game - indochina. However, if this was just a normal KoTH id have to give you a 2 or possibly even a 1... however the idea of the forest gives it a some character of its own.
Map Design: 3
Well since its just a modded indochina, the game cannot really be seen in my eyes and great. as anyone can load an RMS map. however the added island and forest once again pull this game out from the negatives and add their own taste and feel to the game.
It is a simple game with simple instructions. The concept of this game is one that really doesnt need many instructions and you were able to get the point across.
It was a fun game the first few times i played it, but due to its lack of extra things to do, and its tendency to go towards a camp-fest i wouldnt really play it more than a few times.
If it were upgraded to include more features, i would have to bump this review.
A very playable scenario from what I saw. It played how it should; a standered form of a king of the hill map, but with 2 hills rather than one. It was nice, fun, and easy to play, but nothing extrodinary. I found the map to be a little too simple, and although the small bonuses were nice, they didn't improve the gameplay enough to make the playability a 5. Even so, I enjoyed the map and had fun while playing it. I thought the bonuses were fun, and I would've liked to see even more of them to give the game a litle more depth.
The game was very balanced. This is to be expected, as it was basically a standered map and each civilization was played as if they were in a standered map. I thought the inclusion of cards was a good idea, and allowed civs like Germany and India to fully take advantage of their bonuses. All of the decks (that I saw) were mostly unit shipments, but I guess this was alright because if all of the decks have mostly units, then they are all balanced.
The map was a standered KoTH, but with a few twists. I thought that it was fun to have to guard two, rather than one, hill though, requiring you and your partner to work together as a team in order to win. The small bonuses were also nice, and I enjoyed fighting over TPs to get the free wood crates and such. The AI was also a bonus, and something I've never seen before in a CSO.
Map Design: 3
The map could've been a random map from what I saw. It looked exactally like a sort of map in Asia. Everything from the terrain mixing to the rescource placement appeared to be exactally like what I'd see in a standered map. This was good though, as the map itself played like this sort of map.
There was no story and no need for one. The instructions worked fine, but with one problem. The way the game is set up (the 1st and 3rd slots are a team) is odd, and I wasn't sure it was right when I told people to do it. I would've liked to see a form of auto diplomatacy or some home city instructions beforehand to let the host know how to set the game up.
Overall a great game. I would love to see some more improvements in a new version to add even more bonuses and such.