|
Author |
File Description |
Pirate Hunter (id: pirate hunter) |
Posted on 12/17/08 @ 04:14 PM
File Details |
Game Version: |
TWC |
removed |
Author | Reviews ( All | Comments Only | Reviews Only ) |
---|
KevTheGreat |
Posted on 12/21/08 @ 05:08 PM
Playability: 3
In the beginning of the game it was pretty fun, however it got very boring very soon, all you do is build, kill, and continue on. There were also several notable glitches, one was that in episode two I attacked their base then took the trade route, in the process I unleashed an invincible George Washington that owned the entire enemy army, another one is in episode 1 where I got three frigates which were pretty much invincible. I also recommend using effect "Unit Work" so that people don't have to set them to work in the beginning for every game. There were no game freezes due to triggers, nor were there any errors with the cinematic so here is a 3 (average)
Balance: 4
Due to several glitches (super strong frigates you can build, invincible george washington, etc.) that give the player a major advantage, i can't give this a solid 5, so a 4 will have to do.
Creativity: 3
Build, kill, build, kill, that's pretty much the process you go through the entire game. I recommend adding different kinds of objectives rather than just kill this, kill that, defend this, etc. Some other obj you could add is to capture treasure, capture a village, assasinate someone with stealth, etc.
Map Design: 3
Eye candy wasn't that great, just land, trees, and some buildings, nothing really stood out here. A caribbean island setting does not limit your amount of eyecandy, in fact it should improve it, maybe some treasures, crashed ships, caves with gold, etc. Some random rain and a day cycle could have helped alot.
Story/Instructions: 4
Instructions were fine, however the story had several loop holes and places that things did not make sense, you also only use 2 music songs which got old very, very fast. You should have used the other music files in the game, there are hundreds of them, a majority of them are in the cinematic section.
Additional Comments:
Not one of the best, but not the worst. There were some good aspects in this map, however many things can be added/fixed to improve the scenario
I also recommend using the following trigger
Trigger:
Loop
Condition:
Units in area (place anything invisible to from a border you do not want people to cross, select them all and set as source unit, then set p1 units, also set this condition as OR)
Effect:
Move units in area (Source unit the invisble object, p1 units, then move them away from the border so then they can't cross it)
Use this if you want o prevent certain units to cross somewhere
[Edited on 01/03/09 @ 12:31 PM]
|
Mister SCP
Staff |
Posted on 12/26/08 @ 05:38 AM
Okay with Tad it works
Playability: 4
It was good playable. I found no mainly bugs,... But i miss really the access to hc (and good cards too^^). Also i recommend using an AI mod since you play only vs AI, and the normal Computer Players are stupid. And it was annoying that u cant even build tc with your explorers, therefore you should make some settlers to native settlers , they look like british ones but still can build tc. Use the "Unit Work" to let the villies at the start work and not let them idle.Also the timer in episode 2 (30 min) was too high and should be set to 7-10 min. Also some more optional objectives+ give the player not ep/xp if they havent got access to use hc, use a trigger that gain ressources instead.
And last is, that you should fire trigger with winning (and other importants :) )conditions immerdial since i was not sure what i ve done wrong, when nothing appear (i found out it come 3-10 secs later)
Balance: 5
Cause it`s the first CUSTOM single player map i ve ever played idk so much about a good balance.1st ur objectives give player to much ep/xp. In episode 2 it was really easy to capture the fixed gun on the right side, and bomb the town down (no guardians, nothing what could be a problem). The frigates shouldnt have that much hp. I recommend use an SPC Frigate (idk how it called) as the blackpearl since player couldnt train them at the dock (or bough tad and take a pirate ship^^). And i agree the general washington was invernurseable but 1st-easy to fix 2nd my army pwned the enemy army anyway
Creativity: 3
Objectives contains most times build and kill, sometimes capture the town ..., I was pretty proud of you if i saw the new flag at the ship (override civ`s I think, but then i miss the ablity for using hc :( ), also obectives like in episode 3, find out how to bring trade route to work where great not to forget the trade routes that working with shipes between. U may add sth like tech status ->"statge coach" or veteran musks, longbow tech (more range+ ablity to get industrial and imperial improvement). And also add some optional objectives. Your creativity was too less
Map Design: 3
The map for episode 1 and 2 looked not that good, underwater terrain for the "land" are in my eyes a no-no. Also if u would focusing on a smaller area (and not all of the carribbean) players have more room to build, you could do more "eyecandy" and the map would generally looks better. The map for episode 3 looks allready okay (i found some main charakters in the water by pressing the search explorer key (for myself "#") and could load em on a frigate *rofl*). Also KevTheGreat gave some tips to improve :).
Story/Instructions: 4
Nice storyline, good to follow and sometimes funny. Let the lazy charakters do work\move and set more animations. I myself think you should give jack the role of nathaniel (swap names and create a new jack^^)and morgan the other one. Also use portraits together with subtitles. Also u should change some sekundary/optional objectives to main objectives (like episode 1- take the trade route socket) cause if u dont fill optional conditions u shoul able to win, normally only the main objectives need to be completed and this isnt the case in your scenario.
Sound (unofficial):4
Nice soundtracks, it isnt annoying if they repeat sometimes. U should also add some interesting music MS included in the game. You !can! cut the first 2 secs of pirates.mp3 then it would sound better (my opinion). in "Begin", where the pirates are feasting you should create a trigger with an effect "block all ambiants sounds" and do a 2nd music track :).
Additional Comments:
Nice scenarios/campaign with good potential, well job
Edit: Because we had some reviews that doesnt meet the guidelines and so the fianl sore increase
[Edited on 03/05/09 @ 08:39 AM]
|
Teutonic Twit |
Posted on 12/27/08 @ 11:52 PM
Playability: 4
Scenario one: (3) Okay, decent B&D scenario not too challenging. Several ways to approach the enemy, so it did have some replay potential. Unfortunately after a couple of times playing you learn how to just walk through it. (I’m not giving out any spoilers…).
Scenario two: (weak 4) Fun B&D scenario, required a bit little more effort/involvement then the 1st one. Once you complete the first objectives, you need to be already prepared. The time clock and attacks weren’t a problem if you are offensive (which I tend to be)…
Scenario three: (strong 4) Very good B&D, the pirates keep you off guard. Collecting enough resources for an army at first is challenging. The enemy on the opposite shore does build up a decent military group.
Balance: 3
Scenario one: (2) Way too easy, once you built up a force it was a cake walk, needed more of a challenge, you way out-powered the enemy…
Scenario two: (3) If you are a hard charger, you may have problems…if you play offensively, you most likely will win.
Scenario three: (strong 3) The pirate’s attacks keep you on your toes…good balance here. Once you start attacking New Orleans, the enemy is reasonable strong, and prepared.
I think the balance of the frigates was unrealistic, and additional ones should have been deactivated in the dock…but on the other hand, war ships don’t count against your pop count, so it would have been just a matter of time to keep building ships to take out the enemy…no point’s deducted.
The enemy just needs to spank a little harder to make it a little more challenging.
Creativity: 4
Very creative scenarios…The cinematics are very good, and sprinkled with humor. The objectives are clever and flow with the story line. The starting points are far from random map beginnings, well laid out and allow for the building of additional structures. The under water trade route and access to it is pretty creative. ). I didn’t follow the rescuing of the native camp, which resulted in zip (Something might have been expanded here, but no points off). The miners showing up to help was creativity as well, but there was a bug … if you mine the gold at the tunnel before the miners show up, they don’t participate-not a major issue.
Map Design: 4
They are not random maps. Although the first two scenarios were played on a map carried forward from the first Port Royale TSI, they were incorporated in a much different way (adds to creativity). The third map was all new, and well designed.
I’d like to give this a 5 but I won’t, I took off a point (my bad-“a learning point” for the creator) because the lack of use of the rest of a great map is a shame. Here you have a visible map that takes in parts of North, Central and South America and don’t use it.
I explored it with Hussars and it has a lot of potential. Add some side quests/ challenges in this area to accomplish, while the player is building up resources/troops to take on the rest of the scenario. (Just trying to be constructive, to make a better/greater scenario)
Story/Instructions: 4
Most objectives were clear and understandable .I found ”following” the Objectives to be very helpful and the cinematics to be informative. . If you circumvent them you might not have as much fun (like why attack the Southern Island, it wasn’t in the objectives).
Additional Comments:
This is a good, solid series. It’s fun and enjoyable to play. It has potential to evolve into even a greater series with good input from players. I think some development with the rest of the map and the natives could put this into a solid 4+.[Edited on 02/22/09 @ 01:08 AM]
|
FenrisWulf |
Posted on 01/03/09 @ 06:37 PM
Playability: 4
I found this scenario to be very playable. It was easy to play, as the initial concept was very similar to a simple build and destroy map. This would've gotten boring after a while, but there were different unique objectives to keep it interesting, and I found the story was good enough to motivate finishing the scenario. I had a few problems with the map, though. In the 3rd episode, I had my guys walking around the miners for a while before I could get them as part of my own. I found that 30 minutes was much to long of a time to defend the base in episode 2. My trading post was never attacked, and I was pretty safe on the water with my fleet of 3 su perpowered frigates. I eventually got spies and found that there was a huge army of musketters just below where my TP was, but they never auctually attacked me. Overall, I enjoyed playing this scenario and found it to be very playable.
Balance: 2
This is the low point of the campaign. The frigates alone made it extremly easy to take over the water and defeat other ships. Even if frigates were disabled, the ironclald and blakc pearl were strong enough to kill basically everything. What I found was even worse were the invincible heroes. Every time a hero died he would then come back to life with 8000 hp. I was able to beat almost the entire 3rd Episode with only my heroes. The only time I built other units at all was for some siege at the end. The campaign was much too easy with these heroes, and need to be changed.
Creativity: 4
A fairly creative scenario. The build and kill patteren is not very new, but I found the plot and cinimatics very interesting and a uique thing to do in a scenario to make up for this. The idea of being Jack Sparrow himself was a neat idea and many of the missions, such as taking over someone elses gold, were good ideas.
Map Design: 5
The map design in this game was phenonomal. The terrain mixing and map layout looked great for a carribean, but it was the little things that brought this up from a 4 to a 5. I really liked things such as the docks on the coasts and the boat that traveled from one trading post to the next. The assorted islands in the water were also a great addition, even if they served no other purpose than to make the map look better.
Story/Instructions: 5
The instructions were clear, and I enjoied the story. The dialogue was humorous at times, and always interesting. Some things that they said were a little out of character (would Elizabeth really want french fries that badly?) but this made it even funnier. Though there were a few points without animations, the animations were well put and helped keep the cinimatics interesting. The main problem I had was that there were no portraits, which made it harder to tell who was talking at the time. The story of this campaign was probably my favorite aspect of it. I don't want to say too much here as I don't want to spoil too much of the story.
Additional Comments:
A very well made scenario. It could be much better had it been tested a little more and the balance fixed, but I still liked it a lot. I highly recommend it to anyone who likes pirates, or even anyone who is looking for a fun campaign. |
Marcus Varro |
Posted on 01/31/09 @ 02:02 AM
Playability: 4
This scenario (or rather chain of scenarios did have some issues, but it played very smoothly for the most part. The biggest issue would be that enemy troops spawn in huge blobs, and I've taken out upwards of 6 with a single cannonball (from a Horse Artillery Unit).
Also, there were problems with enemy units not moving where they were supposed to (IE, stopping in front of the water gate and not attacking it, not moving to attack the trading post)
Also, it would come in handy to use Unit Work effects so that the player does not need to go around and order all of his settlers to work.
Balance: 3
This game's balance has some issues. Mostly, it revolves around those invincible Frigates. I mirror most everyone else when I say that you should use the SPC Frigate for the Black Pearl. Also, I feel the need to ask about what the Ironclad is doing there?
Other than the ship, opposing troops spawn in great numbers (which is good) unfortunatly they are tightly packed and you can easily kill them all with cannon before they get too many shots off. .Also, there were problems with enemy units not moving where they were supposed to (IE, stopping in front of the water gate and not attack, not moving to attack the trading post
Creativity: 5
You created the first "Pirates of the Caribbean" scenarios for AoEIII that I have played thus far. That and some other things, like the water trade route and the fact that you can capture towns rather than destroy them.
Map Design: 4
The maps were designed rather well, expecialy the one for the first two scenarios. I like how you had those areas that were not used, it makes me wonder what the next batch of TSI will do with the empty space. Some areas became rather repetitive though (mainly the Pirate Base in part3, with all the treasure ships lined up).
Some of your cities left a bit to be desired in terms of layout and aesthetics as well.
Story/Instructions: 4
The story itself was actually rather interesting.
WARNING SPOILER:
We have Jack the Pirate turned Tycoon attempting to create a large trade business in the Caribbean. However, the East India company takes over control of Port Royal, and revokes Jack's letter of Marque, even though he is no longer a Pirate. You spend the rest of the scenario attempting to establish trade routes while under constant attack by the East India Company.
That's what I gathered from it anyway. There were also funny parts to it, mostly concerning food and rum(go figure). The Music was interesting, and not as repetitive as others seemed to think.
As far as instructions go, these left a little to be desired. Mostly, during the "Capture" objectives, I was not sure what I could destroy, what (if anything) I would get, and how to "capture" the town. That is generally done by establishing a Trading Post I soon learned.
Other:
A few other things I noticed:
1. During the first two scenarios you have control of a piece of Flotsam by your main base, and it moves too!
2. The water trade route was amazing, however it seemed that upgrading to Iron Horse disrupted it, I recommended disabling that technology, for that reason, and that it doesn't fit the timeline.
3. While the music you had was perfectly fine, a few more tracks couldn't hurt. And neither could some more lines from the movies!
Alright, that is my review. It is one of my first so go easy on me lol
|
Commanderbly |
Posted on 02/08/09 @ 07:20 PM
Playability: 4
-It is completely playable, i didn't run into anything that prevents playing, which is good.
-Um the only negative thing that appeared alot is that the objectives stay on the screen for like 15 seconds as well as the cinematics would stop at the end for like 30 seconds, with no talking or action. -1
Balance: 2
-The scenario was very easy, because there was no AI behind the units, so they would just sit there and wait, which made it easy for the player. -2
-I didn't see edited stats and stuff besides hero units, the hero units were really incredibly good which again made it easy for the player. -1
Creativity: 2
-The trade routes coming from sea was creative, and were the ships doing trade.
-The overall objectives and story was boring and wasn't creative which really took a toll in your scenarios as far as I see it, very major spot to work on if you plan to remake/edit it. -3
Map Design: 4
-The map is well designed and very good looking, the cinematics also look really nice other then the bad acting but thats ok :P.
-The map looked like the caribean and you basically were incontrol of the whole carribean which didn't make since, defeating 2 empire's is unrealistic also, I would make the maps on a specific area (like episode 3). -1
Story/Instructions: 3
-I had no problems downloading or installing this and your readme was perfect, the objectives were straight through, i didnt have any problems with it.
-Story, made since but was really weak and there was no good plot in this, not to be overwelmingly negative, not docking you here for non-creativity but for realistic and boringness. -2
Comments:
-I would say that you did very good job alot better then most people can do but i dont think you are at pro level, but I 100% encourage you to keep on going and to keep contributing to age of empires scenario arsenal.[Edited on 02/08/09 @ 07:24 PM]
|
MrMario |
Posted on 03/03/09 @ 05:32 PM
Playability: 4
The scenarios was interesting but did get boring down the line. But it didn't get too boring that you just had to quit and then never play it again. It was also too long to defend a base for 30 minutes. Longer make it more interesting with more units coming and killing.
Balance: 4
Everything seems to be balance that I could see but the Heros always had 8000 HP witch made it boring. It was easy to beat and you could kill them more than once. Also the enemy was strong but okay for the game.
Creativity: 5
Haven t seen a game like this from a movie Pirates of the Caribbean. Thought it was well planed out and will give it the taste. W@ould like to see more of these types as long as it doesn't get to boring and out of control.
Map Design: 4
Very Nice lay out. The terrain was great cause it look like the Caribbean. It was nice and reminds people of how peaceful it really was.lol
Story/Instructions: 4
The Story was very nice. It was just like the movie that made it even better. Instruction were easy to follow and you knew what to do.
Additional Comments:
Sorry for my last review. I shouldn't of posted it and that will never happen again.
-MrMario |
HGDL v0.8.2 |
Rating |
---|
3.9 | Breakdown |
---|
Playability | 4.0 | Balance | 3.6 | Creativity | 3.9 | Map Design | 4.0 | Story/Instructions | 4.1 |
Statistics |
Downloads: | 1,583 |
Favorites: [] | 0 |
Size: | 9.01 MB |
Added: | 12/17/08 |
|