You are the United States of America, set against a mysterious entity that has been delaying the communications between the neighboring cities. To reach the city, go out of your fortification to the right and stay along the path.
The perpetrators are pirates, apparently they have landed on the coast of Texas and are trying to make a colony in which to expand their devious and destructive empire. The town that we lost communication to, was bombarded to all hell and all of its people were slaughtered as well as the entire town has fallen to looters. Try to find any survivor's and keep them out of danger if possible, CRUSH the pirates and destroy their efforts.
- NOTE - There are three ways to get inside their area and crush them.
Difficulty: Hard 1.) Go straight out your fortification and to the right, follow the path to the town and cross the post battlefield.
Difficulty: Medium 2.) Go straight out of your fortification, follow the path and get through the wooded area, cross the town and post battlefield.
Difficulty: Extreme 3.) Explore the forest, you will run headfirst.
-Completely fair Player vs. NPC scenario, you have what he has. However, he is better suited for war, and knows how to defend his city with the upmost vigor.
-5 Hours worth of map design and customization to fix any and all lag issue's.
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Playable but a little confusing with all the cliffs on top of cliffs which made it a little difficult to get around. It might work better with other games where you can change the angle that you use to view the area. i don't think I've found a way to do that with this game. "Triggers" that were said to be at the end of the game were apparently non-functional as when I (I guess) killed off the last of the pirates, the game went instantly back to the main menu.
Extremely easy. Took about 30 minutes to blast everybody. 4 monitors and 6 rockets did the majority of the work. needed Redcoats and Skirmishers only to keep the infamous 'pirate longbowmen' at bay.
Nice ideas and with a little effort would be very good!
Map Design: 3
mar nice except for too many cliffs. If you want to put so many trees on the cliffs, smooth out some of the terrain so that settlers can get to them. City was a little cluttered and settlers had difficulty getting around.
Lacking in story behind pirates being in Texas... not to mention all the cliffs in Texas.
Additional Comments:Game would not be so easy if you wouldn't start with so many settlers and place a few mines instead of having plantations at the ready.
‘A Texas Death’ is a build and destroy scenario that sets the player against a mysterious enemy, with the fighting taking place in Texas.
In general the playing experience was pretty good, although there were several bugs that detracted from the playing experience. One small one was that at the end the victory was not detected, so the player simply got taken back to the main menu.
Whilst the cliffs and elevation you created added to the style and look of the map, the sheer height, change in elevation and proximity of them to each other made it very difficult to navigate through with units, and caused a large problem with pathfinding. Sometimes you used large elevation changes to simulate cliffs, and in those situations units often got trapped in large holes or inclines, and working out where your units actually were in regard to the terrain was difficult. I would use cliffs instead. I would suggest being much less generous with the heights of your elevation; often the camera zoom had to change so much that other objects got in the way, and try to place your cliffs further apart; often I couldn’t select the part of the path I wanted my units to go to. There was a similar problem with the players’ city; the buildings and terrain were too cramped together to allow settlers and units to navigate around easily.
On the lag side of the equation you did okay, although the pathfinding problems mentioned above occasionally caused slowdown. The large amounts of smoke in the players city and the ruined city also occasionally slowed the framerate, but I will not deduct for this as I’ve already mentioned about the cliffs, and the fact that a large proportion of the available buildings produce smoke isn’t your fault. 2-.
This is a build and destroy scenario, in which the main difficulty when playing against a computer AI is surviving the early stages when the computers ‘efficiency’ bonus is at its most effective. The fact that the player started with so many resources, settlers, buildings and a fully fortified city meant that you in effect took away the main challenge for the player. Once I had my 70-odd settlers going, I had such a huge advantage over the computer the scenario posed no real challenge. It would be much harder if you gave the computer a similar amount of villagers and resources, maybe even more for a real challenge.
You wrote in your description for the scenario that the three routes you could attack the enemy were of different difficulty levels. In reality this was not the case, as once I had some cavalry to counter the enemy longbows and some cannon to outrange the enemy fortifications there was no threat. You could vary the difficulty between the routes by adding more fortifications on one, or making a different computer player block another of the routes to give the player a bit more of a fight, etc. 2.
There is no reason a build and destroy scenario can’t be creative, but I felt you could have done a little more to enhance the playing experience. The objectives were all simple and similar, often good scenarios have optional objectives or sidequests the player can complete to vary the playing experience, or have varying objective types. The idea for the map was creative, as was the concept behind the story; you did well in this regard. 2.
I thought you did well in this category. The cities looked nice and had some good eye candy and embellishment objects, and the destroyed city especially looked very atmospheric and effective. In some parts the terrain also looked very good, but in others it was a little repetitive and bland, such as the forest area and some of the cliff areas. The best map designers don’t use some of the map to ‘space-fill’, which means they try to put interesting features in all the areas they can (whilst avoiding lag, of course), rather than filling up areas that aren’t as important with repetitive terrain.
I talked about how your cliffs affected the gameplay above, but they also affected the map design too. I felt they were too overpowering and dominated the terrain too much. The elevation changes were aesthetically good, but there was just a little too much of them. If there were pirates on the map, a good idea might have been to replace some of the cliff terrain with a coastline, or something different. Overall, a solid effort. 3.
Story / Instructions:
You provided a small sentence that contained some background information in the download description page, and a little more detail within the in-game objectives, but I felt there wasn’t enough of a story for me to award you a three in this category. Something like a cinematic scenario before the playing scenario that explained who you were, why you were there, etc in more detail would have added so much more to the experience.
Your instructions were clear with what was there but the objectives were never marked as completed when they should have been and occasionally were a little vague. Some more detail would be greatly appreciated by the player. 2.
This is a scenario worth the download if build and destroy scenario’s are your thing, but if you prefer RPG or fixed force scenario’s you might want to stay away. Overall, this is a solid scenario that needs looking at and improving in several areas.
[Edited on 01/15/06 @ 12:28 PM]
Triggers bugs and an almost 'fetish-like' love of cliffs and extremely high elevations brought down the score in this area. These caused difficulties in troop movement and visibility that did NOT add to the game's enjoyment or function.
While generally the fault of an extremely weak AI created by the design staff of ES, still, once I got my economy rolling, the computer player had absolutely no chance. It was far too easy for me! Even putting an outpost on your highest cliff does not help the computer player as weak planning on the part of ES (which allows us to shoot through mountains and cliffs) creates a situation where a lowbowman can fire his arrows even 2 or 3 miles (game scale) into the air so long as his distance (on the ground level) to the target is within range.
I guess putting a fort full of pirates into Texas is creative, somewhat
Map Design: 3
Except for the aforementioned cliffs and ultra high elevations, the map design was nicely done.
Did alien spacecraft bring the pirates to Texas?? Otherwise, what were they doing there? No water... no 'pirate' ships... ?? You mentioned three directions from your settlement but there is no 'city to the east" except for the pirates. To the north, there were burned out ruins and remnants of fort walls but the wall fragments left behind belonged to the pirates not to the Texans.
Additional Comments:For those having trouble seeing the pirates; simply enable friend and foe colors in the options- UI properties section of the game and the pirates are all a bright red.