Welcome
Downloads Home
Best Files
Review Guidelines
Main site
Forums
Code of Conduct
Search

Advanced Search
Multiplayer Scenarios
Home
New Releases
New Reviews
New Comments
Top-Rated

Submit File
Browse Categories
New Files

Downloads Home » Multiplayer Scenarios » C.T.F. Abduction

Download File Post Review Post Comment

C.T.F. Abduction

Author File Description
Chester1
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4 (TvB)


Capture the Flag ~ Abduction
This is my Forth CSO, and the Second CTF Style game.

Much like my other CTF, the Goal of this CSO is to convert a unit 'the flag' which in this game are herdables. Team 1's goal is to convert the Sheep the is located in 'The Animal Pin'.



From the Pit, Team 1 must walk the Sheep back to their 'Sacred Field' located back behind their main base. Team 2 has a similar objective. Team 2 must do the same things as Team 1, just their goal is to get the Llama instead of the Sheep.



In the Center of the map, there is a place called 'The Cow-Post', Named so because a successful capture of the 'Cow' in the middle will result in the conversion of two outposts on the Top and Bottom of the map.



When a person gets these outposts, a new power becomes available to them. They can then make their gather point one of these Outposts and send valuable shipments from their HC. Along with this, the two Outposts become a very nice barricade.



Throughout the game, Explorers will be crucial units to your army. Their HP is very high, and their atk is superb. Use of these Units will be crucial in winning any battle. Knowing this, Your opponents will try to kill these units, And when this happens they will respawn in the corners of the map where they will wait until an allied unit rescues them, or they reach full HP.



I hope you all will enjoy this map.



**Updated as of: Wednesday, June 18, 2008 @ 21:33 EST**
AuthorReviews   ( All | Comments Only | Reviews Only )
ivanelterrible
Rating
3.6
Breakdown
Playability3.0
Balance3.0
Creativity4.0
Map Design4.0
Story/Instructions4.0
Playability: 3

The animals can get deleted, and that is a serious bug, and there is a good reason to delete em, example, you are player 1, and you delete the llama, and team 2 cant get the llama anymore and cant win :/.

Balance: 3

The balance its a bit crappy:

Some civs got better decks (better cards) than others, and some civs got a disadvantage, like russia with weaker strelets (you should make russia automatically start with veteran strelets tech so its balanced).
And as Mobile said, one team could have an advantage by letting the other team score and then they could have the better units. And yes its true, since its just 1 score and as many people in history said, to win a war, you need to lose some battles.

Creativity: 4

The scenario its creative, however, its capture the flag style, and that scenario types have been already made before, however, the cattle idea its kinda creative, thats why I decided to give you a 4.

Map Design: 4

The map design its very good, however, its not perfect, the design could have many suggestions to make it better, and many additions, however, its find as it is, I would give you a 3.5 but I decided to give you a 4.

Story/Instructions: 4

Great instructions, specially by the HC names and the intro in game, including objectives.
Only problem, its that the movie takes 5 seconds to start and you should specify more in instructions:
Make the camera be nearer the sacred field in the specific moment you explain about it or show an example about a llama moving to the sacred field.

Additional Comments:

In overall, the map is good, its not perfect and may have some improvements, but its nice and I like it, great work, I would just like that you could fix some things.

[Edited on 06/16/08 @ 12:12 PM]

sneaky_squirrel
Rating
4.0
Breakdown
Playability4.0
Balance5.0
Creativity3.0
Map Design4.0
Story/Instructions4.0
Before I review I'd like to say that I am reviewing this from a veteran form of view, since I have had experience for AoM, so I won't be all wow, but much rather strict.

Playability: 4
The point of the game was simple but yet fun, you get spawnable units to make battles with the enemy, I would have given a lower rate thanks to the sole battle purpose, but since shipments were included which was quite nice I am giving you a 4, quite fun to play.

Balance: 5
I have to say, you have to retrive llama/sheep 3 times before you can win, plus its slow speed and recapturing is not so easy, but is compensated with that thing all the way over the battlefield to the enemy's side, and the upgraded units after capturing also helps, I give you a solid 5.

Creativity: 3
Yes it is true, AoE3 is rising slowly, and people are doing new things, but these new things have been repeated several times in previous games, such as AoM, writing your name is no new thing, capturable cow is not new, and capturable outposts are new so I give you a 3.

Map Design: 4
Precise square map on a circular map wins you 3 points, plus the nice extras giving you another one, like that sacred field covered by walls.

Story/Instructions: 4
Yes the instructions are precise, but you forgot one thing...you didn't remove the "Insert Text Here." default message left by the objectives manager in the hints, so I can't give you a perfect score.

Additional Comments: This was a very enjoyable map, but with its faults too.
CrazyEngineerKid
Rating
4.4
Breakdown
Playability4.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions4.0
playability: It is very hard to play the first time but I would assume it gets better so 3.5 rounds up to 4 :P

balance: I cant see anything wrong here, there is a fair shot for both teams, the only thing was that once one team got the center, they were very hard to beat (in fact I lost) 4

creativity: never seen a capture the flag like it, great 5

map design: really good, i like the name of the map on one side (i had thought about dooing that too lol) butI think you should have had more "cave top" locations to make it easier for small groups but hard for armies, this might also help balance. 5

Story/Instructions: seem pretty good to me. I had to go get something as the game was starting so I missed them the first time (maybe thats why I was confused), but i just watched them now and they are good. the only thing is that there are flare map sounds through the whole thing and the people playing cant see the flares. 4
Mobile
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5

I've played this map several times and it is very playable for people of all skill levels. It is not complicated because the instructions at the beginning tell you everything you need to know.

Balance: 5

The balance is also very good for this scenario. Once one team gets their animal to their sacred field, the opposing team will get an upgraded unit, from strelets to ckn. The only problem I have with this is that one team could have an advantage by letting the other team score and then they could have the better units. However, the upgraded units are not that much better than the previous unit so most likely the game will stay competitive.

Creativity: 5

This should have gotten a 6 lol. It is like nothing I've seen before on any scenario. It is completely original and creative in every way. I think its nice that Chester made an old game, Capture the Flag, into a scenario and I also like how the name of the scenario is drawn on the bottom of the map. I think the most creative part about this map is that is completely emulates the real game of Capture the flag. Once your explorer dies, he goes to "jail" and then can be "freed" by other team members. The cow in the middle was also a great addition because it ensures that both teams are fighting at all times, instead of one time building up their forces and sitting by their base.

Map Design: 5

I also liked the map design a lot because it resembles the real game of capture the flag; with the flags of each team on their side, and the "jails" for the dead explorers. The name of the game written on the bottom was also a nice addition. I also think the two towers were good to add because it adds a barrier for people who are trying to rescue their explorer. My only concern is that the towers may be too easy to destroy; perhaps they should be invincible or something because they are the only way to send cards.

Story/Instructions: 5

I really like the opening cinematics and the instructions are laid out plain and simple. I like the camera angles also, because it ensures that the directions both show and tell the players what they need to do and how they are supposed to do it.

Additional Comments:
Another great map, Chester1. The creativity of both of your maps have been great, good job. :P

[Edited on 07/15/08 @ 04:27 PM]

etrips888
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
Playability: 5
Very fun. I played a game with a couple people and had a blast playing it. Kept going back and forth. I ended up losing but it was still a blast. Even on my first time playing it I felt I had a good idea on what I was doing, which is nice because in some scenarios it takes a few times playing it to actually understand what to do and play competitively.

Balance: 5
The games I played I had no problem with balance issues. I felt it was a nice touch adding the upgrading units after a team scores a point. Even if a team is up 2-0 and about to win the losing team still has a good chance of coming back thanks to upgraded units!

Creativity: 5
I found this scenario design to be very unique. CTF is a cool idea and I like the additions to the basic CTF idea such as the towers to capture and only then being able to use the cards. I thought it was pretty intersting that animals were used as the flags instead of flag bearers which I guess you would expect from a game revolving around capturing the flag.

Map Design: 5
Very nice map. Spread out and uses most of the map space available. The towers are a great addition to the map and I liked how they were placed near where the explorers spawn, adds a bit more strategy to the scenario. (so the explorers can't just run right back out into the battle uninhibited, you have to work to get them back in the fray)

Story/Instructions: 5
I don't see a story necessary for this scenario, its CTF! But the instructions were very helpful and explained the game well. I felt I knew what I was expected to do even before actually playing. The opening movie was a nice touch I thought also, nice movement of the camera showing off the map before you even start the game! Just another little helpful option for people that have never played before.

Additional Comments:
Fun and very unique scenario. Best one ive played in a while and very easy to pick up and start playing from the get go which is very nice for people who just downloaded it!

[Edited on 07/16/08 @ 06:58 PM]

MrMario
Rating
3.4
Breakdown
Playability3.0
Balance4.0
Creativity3.0
Map Design4.0
Story/Instructions3.0
Playability: 3
If someone deletes the cow, the game is pretty much ruined, this is a major problem, in addition, all u pretty much do is get spawnable units to attack the enemy, no units to choose from, this gets boring real fast. The HC Shipments didn't do much good to eliminate the constant strelet on strelet boredom. I was also confused on many parts of this map (which also has to do with the instructions part) what was the point of the 4 dogs on the top, the 5 explorers on the top, and the houses. The explorers also got killed by our strelets and then they got teleported to their base, I don’t know what was the point of that. The constant flaring also got so annoying, a flare at the sacred field, and one at the bottom corner of the map, every some seconds... This part deserves a 2.5, max.

Balance: 4
The decks were horrible, mainly for the tad and twc civs, china got villages and troop, I don’t know what was the point of the villages, and the twc civs got animals and troops, the animals were horrible. The European civs were clearly the best. Not perfect here, so I decided to give you a 4

Creativity: 3
Capture the flag type game, no new features. A pretty bland map I must say, but i decided to give you a 3 due to the other flag type maps not having capturable outposts.

Map Design: 4
Map looked nice and spent some time on the pattern and symmetry, however there were some glitches with the map as said on playability. I also recommend making rewards for number of kills, as I said above it got boring with only strelets. You could use some more interesting music, perhaps more dramatic and fighting kind of music or even some

Story/Instructions: 3
Instructions didn’t explain some features of the map such as the dogs, explorers and houses on the top of the map. The instructions also start with edit this text. The instructions for the livestock also went by pretty fast; I couldn't catch up with them. The cinematic was an average one, no god and bad about it. Also, what was the point of the yak? It did nothing, we then deleted it, and it still did nothing. This part needs some work here, a 2.5 but I decided to give a 3.

Additional Comments: One of the best capture the flag type maps, but not the best, and could use some work on it. I do not recommend this map for replay, as it got boring real fast even on the first game.

Add stuff to it please
Mister SCP
Staff
Rating
3.4
Breakdown
Playability3.0
Balance3.0
Creativity4.0
Map Design4.0
Story/Instructions3.0
Playability: 3
A playable map with some troubles. For example animals can be killed, or in last game my mate is go for eat and i want to bring sheep to base and the sheep come to his strelets and so i cant bring to base and my partner cant move cause he was out and this suck cause i cant win game anymore. U should make a convert system, where i can get the sheep. Also i had alltime cow and my partner want ship improvements and i cant give without the enemys control between. There is also a convert system sensefull.

Balance: 3
OP Decks like britain lvl 10 (fort, 2 outpost, falconett,britsh explorer ->this card add a melee damage to my explorer) against decks from yapanese->most infantery shipments, no buildings, no explorer power).2nd The strelets spam too fast and last the explorer + a boost hc card is too strong. Good is the symetric, so that dont matter which player you are, every time same length of way.

Creativity: 4
This is more as a normal CTF, that need more strategy as if you need only one animal/flagbearer. Maybe should add little kill bonus...

Map Design: 4
symetrical, neatly arranged, some different terrains, but no eyecandy, so i would say it is a effective-designed map instead of a beautifull.So i think here you can easily add soem beautifull details.

Story/Instructions: 3
Hc->Set up was not clear and this part was very confusing.
In game->nice cinematics, only a bit clearer
Objectives->they are good to understand. But i dont understand that i should use towers to get hc-shipments
-After second time playing this map i understand everything


Additional Comments:
The best CTF in AOE3. Who is fair and dont kill animals,and have no problems with understanding how to play, will really enjoy this game

[Edited on 07/19/08 @ 05:18 AM]

FenrisWulf
Rating
4.0
Breakdown
Playability5.0
Balance3.0
Creativity5.0
Map Design3.0
Story/Instructions4.0
Playability: 5
The map was playable on all aspects. The concept was simple, and something I'm sure that nearly everyone is familiar with. This made it possible for everyone playing to quickly dive down and play the game. I thought that the fact that explorers respawned at the other side of the base was also nice, as it added a form of strategy, and made it possible to sneak up and steal the livestock from the other player. I also thought that the cow in the center added much more depth in the game, even with such a small concept. I liked sending my own shipments to gain an upper hand in the battles that followed. One thing that I would've liked to see would be more cards, because they start to run out after a longer game. I also wish the livestock was easier to capture, but I'm not sure if you can do anything about that.

Balance: 3
The balance in some ways was great, but poor in others. I liked the fact that you're opponets would get upgrades whenever you got their flag, allowing an enemy to still catch up even if they had a bad start or aren't as good at the game.

The problem in the balance was with the cards. I was playing Russian, which ended up in giving me a huge advantage in this game. Strelet combat alone helped my army of sterlets still hold out even though the oponets had the 3rd level of units. I also had some good unit shipments (the calv, for example was great vs sterlets) which helped out greatly in the initial battles. Other civs did not have nearly as good cards, but I cannont remember which ones those were at the moment.

Creativity: 5
A very creative scenario! Although the inital idea has been seen before, I have never seen it put to use as well as this scenario did. The few bonuses that it added changed the game greatly, and made the whole game have that "fresh" and "new" feeling.

Map Design: 3
The map was good. It wasn't anything mind blowing, but nothing extrodinary was needed for this sort of map. I saw nothing that appeared out of place, and I thought that it all looked qhite good.

Story/Instructions: 4
The instructions were good, but a little confusing. I think it would've been better had you left the homecity instructions about who to capture until the cinimatic. The instructions about the setup via the home cities was great, but when it said "team 1 has to get the sheep" it didn't make much sense without the map auctualy in front of you.

Additional Comments:
Great map! Very unique and fun. A great map to play over and over again.

[Edited on 07/23/08 @ 10:27 AM]


Post Review Post Comment

HGDL v0.8.0

Login
Forum Username:


Password:




Create a new account
Forgot password?
Rating
4.1
Breakdown
Playability4.0
Balance4.0
Creativity4.3
Map Design4.3
Story/Instructions4.0
Statistics
Downloads:915
Favorites: [Who?]0
Size:64.27 KB
Added:06/11/08
Updated:06/18/08