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Downloads Home » Multiplayer Scenarios » The Labyrinth II (update2)

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The Labyrinth II (update2)

Author File Description
CrazyEngineerKid
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4
Labyrinth is a King of the Hill style game where you play in a large maze that changes every 20 seconds. There are buildings around the map you can take over to get different units. You have to take control of these buildings while simultaneously fighting for the fort in the middle. The walls move RANDOMLY; there are no built in biases. (one - unfair, two – too hard to make lol) There are also kill bonuses – most are unit rewards and one is a population room bonus; the big one is the ability to destroy walls at 500 kills.
Labyrinth2 is the new version of labyrinth made specificly for this CSO contest. It comes with one huge bugfix and a few things added.
1. More kill bonuses including some after 500
2. AI for computer players - The host selects which players are computer players and they are given some really lame AI (Don’t worry; Each player has the ability to declare that they are not a computer so that the host cannot try to give your men AI they don’t want.)
3. The Big Bugfix – Now, if the player that holds the fort tries to delete it, that player will be ejected from the game, and the game will continue; the fort will not go away!

If you have any further questions, watch the cinematic at the beginning of the scenario contact or me in-game (CrazyEngineerKid).


P.S. please rate this for the contest

update: june 18 - expanded area arround fort and pathways arround the edge of the arena

update: june 29 - numbers of units recievedd at 550 and 600 kills fixed, los changes, now 30 seconds between shifts, and a break before the start of the cinematic to let the game load.
AuthorReviews   ( All | Comments Only | Reviews Only )
Chester1
Rating
3.6
Breakdown
Playability3.0
Balance3.0
Creativity5.0
Map Design3.0
Story/Instructions4.0
Playability: 3
The playability of this scenario is lacking. I did like it, but i found myself often getting trapped, and not being able to the things i would have liked. although it is possible to add some strategy to the game, it seemed like just another game where you must spam units into the middle and try to hold a point for a certain amount of time, and really doesnt take full advantage of the system it has at hand.

Balance: 4
this game is very balanced. there are no cards, and the buildings/walls are perfectly parallel. my only problem here is that it would seem the randomness of the game's wall morphing can pause the game at unwanted times and ruin someone's perfect setup.

Creativity: 5
never seen a map like it, it is one of the most creative maps ive seen in a long while. this map was really well done.

Map Design: 3
the map has been laid out perfectly. my only wish is that there were more openings for units to move, more than half the time i had units stuck in different parts of the map, doing nothing for my benefit. i also would like to see more room available near the fort for better protection.

Story/Instructions: 4
the instructions told exactly what they needed to do. my only problem with them is that while it is above the fort it stays there for an extended period of time that isnt required.

Additional Comments:

just get rid of the long period of time between instructions over the fort to make that whole process more smooth. I would also like to see a modification to the map design allowing for more openings and walk ways for units to move so they dont get stuck too often. other than that, it was a well produced map, gj.

[Edited on 06/17/08 @ 12:29 PM]

KevTheGreat
Rating
3.2
Breakdown
Playability3.0
Balance4.0
Creativity3.0
Map Design3.0
Story/Instructions3.0
Playability: 3
playable, however as chester said i hated getting trapped in places, however it adds strategy to it, should add larger walkways

Balance: 4
Completey balanced, all player have the same exact chance of winning, its pretty much a gamble on which wall would dissapear and where a wall would show up

Creativity: 3
go to the midle, hold the fort, get buuldings for spawns, not real creative. Only thing is the wall rotation.
Map Design: 3
Easy to design, just place a bunch of walls, nd make triggers for the walls. should add some triggers that add spc events, like maybe at a time ( u pik) all the walls would come down, then maybe at one point increase the ouput of the spawns, then return it back to normal.

Story/Instructions: 3
No story, instructions were kinda basic, decided to give u a 3

Additional Comments:
Great map overall, easily replayable, unless u remember the pattern lol

[Edited on 06/29/08 @ 02:55 PM]

Xamolxis
Rating
4.2
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design4.0
Story/Instructions5.0
Playability: 4
This is the weak point of the map. Wall shifting timer is too short, and because of that players can't move properly. Another problem is when finally all four players get in the middle of the map, the Fort is changing too fast the owner. When a player get Howitzers is all over and i think you didn't wanted to spawn 10-12 Howitz at the time ... (?).
EDITED: I have increassed this point to 4 after your changes.

Balance: 4
Good balance specially because of the blocked way to weaker units, but if the cavalry get close to your skirms and grenadiers, is almost like getting free kills.

Creativity: 4
Original idea and good design, little poor in elements (excepting the walls ... lol).

Map Design: 4
This is the most full map i ever saw ... lol. Perfect geometric shapes, but further no other elements to attract, no eye-candies, etc.


Story/Instructions: 5
That's your 5 points category. Good instructions and nice intro movie.

Additional Comments: I really liked your triggers work, quite impressive, but that's all I'm afraid. The map is simple and can be sometimes annoying when the units get stuck between the walls. I appreciate the way you've tried to brake the pattern of the scenario making community (most of them looks like standard skirm maps). Good job and i hope you will have one of the first 3 places in the contest.

[Edited on 07/04/08 @ 02:23 AM]

sneaky_squirrel
Rating
4.0
Breakdown
Playability4.0
Balance3.0
Creativity4.0
Map Design5.0
Story/Instructions4.0
Playability: 4
Fun to play, but wait time was a bit too long for me, and everything was random so it was hard to capture, I give it a 4.

Balance: 3
Again random, but it is also almost to advantage of all so I give it a neutral 3.

Creativity: 4
I have seen labyrinths before but this one takes the cake with random changes so I give you a 4.

Map Design: 5
The labyrinth was very well designed.

Story/Instructions: 4
I knew I had to capture fort, but instructions are too simple if you ask me.

Additional Comments:
FenrisWulf
Rating
4.2
Breakdown
Playability4.0
Balance5.0
Creativity5.0
Map Design3.0
Story/Instructions4.0
Playability: 4
This was such a fun map to play. I could just send my units around, and altough luck played a major role, this is part of what made it fun. It made the game random, and a game where anyone could win.

Balance: 5
Everyone has the same chance in winning. The game was equally random towards each person's victory.

Creativity: 5
This is easily one of the most creative maps I've ever played on AoE. I havn't played a game remotly like it. We need some more maps like this.

Map Design: 3
The map design was fine, but nothing remarkable. It did the job and was simple enough to work on a simple map such as this.

Story/Instructions: 4
The intro cinimatic was great, but there was a pause after the intro had ended when I wasn't sure what to do. I assume the map was loading, but it would be nice if you sent a message to say so like you did at the start.

Additional Comments:
This is easily one of the most fun and creative maps I've played on AoE3. Awesome game.
Random22
Rating
4.2
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design4.0
Story/Instructions5.0
Playability: 4
Pretty playable! Thus you can get suck In walls...That really stinks... :(

Balance: 4
F.F.A... Enough Said

Creativity: 4
Really creative! How walls change Randomly.

Map Design: 4
This would be a 5 but...you can get stuck in walls...

Story And Instructions: 5
THIS IS A EXAMPLE OF A 5 STORY/INTRO AND INSTRUCTIONS...THAT WHY IT IS A 5!!!!

Addtion Comments:
Very fun map. Makes since and its pretty fun!!

~Random22

[Edited on 07/01/08 @ 01:26 AM]

acornhead
Rating
4.2
Breakdown
Playability3.0
Balance5.0
Creativity4.0
Map Design5.0
Story/Instructions4.0
Playability: 3
Fun map, a bit laggy, but no glitches as far as i can tell. Playing it a bit more, i found it very annoying that your troops would get stuck, and then if they were pikes they were sitting ducks, this i really hated. Other than that there were no other issues, however i found this part so bad i gave you a three, You should increase the size of the squares and perhaps remove more walls during the rotaion period.

Balance: 5
Same stuff, same units, same chances, based on luck :) No decks, civs don't matter, no way that this map can be said to be unbalanced. A solid 5.

Creativity: 4
No other map like this :0). However other than the wall rotation, there were no other special features in here, i recomend adding in extra features in here, i am sure that u can think of something.

Map Design: 5
Walls looks nice and even, excellent map perfect for replays. No need for eyecandy or uneven terrain, this part deserves a 5 :)

Story/Instructions: 4
No story, instructions were moderate but i decided to let that go :)
Could use an opening cinematic to introduce this map, and perhaps better music choices. I also did not understand what was the guy trapped in the walls (i forgot his name) was for.

Additional Comments:
Lovely map. All i hated about this map was getting stuck, which was very, very annoying!

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Rating
3.9
Breakdown
Playability3.6
Balance4.0
Creativity4.1
Map Design3.9
Story/Instructions4.1
Statistics
Downloads:501
Favorites: [Who?]0
Size:84.31 KB
Added:06/12/08
Updated:06/29/08