Escape V1,5 for the CSO contest
|# of Players:
Try to survive for 30 minutes in a maze with only a setler (4 player team) while the hunters try to kill you (2 player team).
|Author||Reviews ( All | Comments Only | Reviews Only )|
The map is playable to some extent. There was a ton of lag when I was playing it, which is to be expected with so many ophrinks attacking everyone. It would be easy to change this by upgrading the ophrinks stats but only allowing half as many of them be built. It would also be nice if the game altogether moved faster, with a shorter timespan than 30 minutes, for starters.
Like many escape maps I've played, this one isn't altogether balanced. Whenever I play an escape game (usually, at least) I felt that the people trying to survive have an advantage. This map didn't appear to be much different, but it was more balanced than other games of this type. We had a CPU hunter, which worked out in the end because of the fact that the other hunter gets twice as many units, helping the balance.
EDIT: I completly forgot about the fact that there were difficuilty settings in the game (probably why the game wasn't blanced). I improved the score by a point.
The map pretty much the same as any other escape game. It comes with some nice bonuses, though, such as the fact that you can get bonuses for kills. Overall, though, nothing in the game is revolutionary, but there are some nice changes still.
Map Design: 2
The map looks how you'd expect it to look. It is a big maze like map that spirals in a bunch of ways. I felt that it didn't look altogether too great, and it could use some touching up with other objects and a little eyecandy. It still does do the job though, and is a good standered form of this map.
The instructions in the game worked out fine. I found it easy to understand the game after reading the objectives.
Overall a pretty standered escape game. It would be nice to add a few new features, but all in all, for an escape game, it's fine.
[Edited on 07/10/08 @ 02:00 PM]
Is a good playable map but there are problems. For cats: if the ally had to go while the game it often happen that his units block the small gaps between the black strips and u can bad or sometimes not pass anymore ->u should make a trigger which kill units if a cat leave. A lag can very rarely happen... (u can also make something like a speed round were units/train times/build times are faster and the timer is there 20 min)
It is the best balanced cats and mice game. The mice have a little advantage in normal difficult level but it is able to choose another lvl. At least i would wish if u speed up the train time of grenadier maybe with the fencing school card because this suck a bit.
The idea is the same like all cats and mice games. Also upgrades are aviable with killing 100 buildings (cats)/100 units (mice) but this isnt a reason for give u more points in creativity
Map Design: 2
Looks a bit poor and is a effective designed map instead a beatifull lookig map. Most parts of maps are either black or green.
Instruction explain all and is good but no story.
This is my prefer cats and mice map. Cause the balance is well and the lag is good reduced. Good work hedanito
[Edited on 07/10/08 @ 12:48 PM]
It's a good brief game somewhat like Cats + Mice for players who just want to relax and have some AOE fun without the strategic and tactical concerns. Once the game starts, it lags a little, not sure why because the map is small, compact, and has little in the way of extraneous objects.
On first glance, appears pretty well balanced. Imperial Oprichniks make short work of most structures. But the builders move fast behind the scenes and buildings + the twisting passages make pathing for cavalry a nightmare. So it takes a lot more micro to play as the "hunters" and you often wind up with traffic problems. So in practical terms, the builders have the advantage.
Cats and Mice and Matrix Escape have been around for a while, and this one is well done. The game is simple, there are no upgrades or economic advantages to be had, and no additional unit training stations (native TP) as in some of the original Cats and Mice maps. The mazelike construction is symmetric and tight so you can better predict where people are hiding.
Map Design: 4
An attractive, symmetric, tight map that unfortunately has pathing issues, especially for cavalry. I realize that making the passages significantly wider would tip the game in favor of the horse. This is because there would be now more area to cover with towers and walls, which do take time to build. One way pathing can be fixed on this map is to set the width of the passageway to exactly that of a 1x5 wall. Currently it's somewhere just short of that and it causes problems with wall construction, and means that 5 cavalry units cannot stand abreast on the passageway. Some places on the map also seem to deliberately be blocked. In all, there should be no areas on the map that are less than 3 spaces wide, unless a player has built on those areas. To make this happen, you need to take into account the auto-planing that terrain undergoes when a building foundation is placed on it.
EDIT: Eyecandy in a game like this is a very tricky situation. Using even a minimal amount risks a LOT of pathing problems and lag. Because access to areas is a HUGE part of the victory conditions of the game, inserting Gaia doodads/buildings/trees is NOT recommended for most areas on the map. In addition, this map shows that the creator put some thought into terrain types and the aesthetic aspects of shaping the mazelike pathways.
One of the quickest ways to ruin an otherwise engaging and intriguing scenario is create a pathing problem by carelessly putting doodads in a crucial battlefield. If my units get trapped or hang up in the pretties, and die there while I click frantically to get them unhooked, I will certainly not recommend a high score. A plain map that functions seamlessly for all players is better than one that rewards the eye but punishes the heart.
Pretty simple premise, the opening messages tell you pretty much everything you need to know. A timer is provided to let you know how long you have until the first wave of enemies arrives, and how long that enemy has to find and destroy you. There's no background story, but none is needed for this relaxing clock game.
Nice work, a nice new installation in a favorite old genre.
[Edited on 07/11/08 @ 05:25 PM]