Posted on 01/20/06 @ 10:56 AM (updated 07/09/09
If your experiencing difficulties loading this campaign, there are helpful tips at the end of this write up.
Having committed his beloved mother Aliza to the earth, and his father Hayben unaccounted for in battle, Fendle came down off Scrimshaw Mt. to set his wrath upon the deserving. With his third cousin Curade De Coop, and his faithful hound Breuart, they make there way into a world unbeknownst to them. Could fame and fortune be the only salvation for this young man consumed by shadow? Control characters though the first four chapter of this saga, making decision depicting Fendle as you see him. From the Mountains of Northern New England, to the Southern Shores of Chatueka, Fendles adventure has just begun, and is in your hands.
Check out my scenario design forom post here
These files are set in the custom campaign file and are ordered as:
Chapter1:Hard Land, Wild Sky.
Chapter2:Fire on the Mountain.
INSTILLATION is described in the attached READ ME, and moves all files in just a few easy clicks sending all files to their destination folders. UNINSTALL is also listed there and is very simple.
GAME PLAY is triggered from the Campaign menu and will replace the default Blood Ice Steel Campaign by Ensemble studios. READ ME will instruct how to maintain this campaign for later use.
These files were tested with a Dell Dimensions pc and a NVIDIA 6800 graphics card. There was some lag in Chapter three game play but always seem to snap back, so good luck.
These scenario were built and tested by myself and may not be perfect. If you see something that seems out of place, or if you would like some instruction on scenario design, please contact me at (firstname.lastname@example.org) and I will try to address your comment in a timely fashion.
This campaign is targeted for completion in March spring of 2006, yet you can anticipate this date to move with the work.
A special thanks to Tommy Boy form Tsunami Studios and can be found at the Age of Empires III Heaven’s forum. Thanks for posts on modding, and help with the Proto file.
The data Proto being write protected could be a thing so the path is
C: drive local\
So right click the Proto-go to properties and unclick “WriteOnly” and apply or ok. That is done now to back up for later do this. Now right click again and copy and paste it somewhere you can find it again later, when done with Fortitude. Now Install Fortitude, have fun.
Still check with read me for further back up of two more files. very quick and easy
Thanks and Enjoy
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This was the only area I found weakness in and I chalk it up to a guy trying to fulfill a rather ambitious artistic vision while using an engine and game that's not quite got all the bugs worked out. Given the enormous amount of map detail my 800 Pro video card and 500 Megs of RAM really strained to achieved descent frame rates. Sziggi is a very good designer and once he balances his ambitious artistic demands to the limitations of today's RTS engines, he will become a truly great designer. Or course you people out there with really slick systems will encounter no problems.
At times the game seemed hard but it was more due to my lack of RPG playing experience rather than a flaw in the game. Of course some of the goals weren't easy and the enemies were tough, but what's the fun of breezing through a level without any challenge? Makes victory all that more sweet.
As always Sziggi shines here. He's overwritten the vanilla campaign file and structured Fortitude along a campaign format. This was very original and I've not seen this done before in this game. His story elements and game play are very original and extend beyond the doldrums of ordinary Age game play. Anyone wanting to reaffirm their love of RPG in this otherwise ordinary B&D style game will be very pleased indeed.
Map Design: 5
All of Sziggi's maps are an amazing study in the art of eye-candy and I spent the better part of a day just looking at the maps in the editor. The environments are beautifully crafted with an amazing mix of light, textures and colours that create a rich environment dripping with beauty. A variable feast for the eyes. There is a lot to discover in his maps and always something original that keeps you wondering how he did it.
Anyone familiar with Sziggi's maps have come to expect only rudimentary instructions, with the onus on the player to explore and discover their way in these amazing little worlds. I think RPG fans would balk at overtly plain and simple objectives anyway and Sziggi is no doubt aware of this. There are enough instructions to keep the story moving forward, while enough is left out to make the player want to keep exploring and discovering more.
I have been a fan of Sziggi's stuff for a while now and I couldn't wait to try this project. I would have tried it sooner but my game was so modded up with my own project that I had to wait. And the wait was worth it. Yes at times the map lags and Sziggi needs to work a bit more effectively within the constraints of these engines. But given the amazing units he has modded, and all the wonderful little gimmicks, tricks and mods, to me, this project is still worth a DL and play, if not just for the amazing units in the proto and the maps which are on their own examples of great eye-candy work.
And a final word; the install notes could be written more clearly to insure new people have a chance to try this amazing project.
Keep up the great work!!!
[Edited on 03/27/06 @ 06:39 PM]
The map was confusing and overloaded, which significantly lowered the playability value of this map. The opening cinematic was confusing and not greatly done. There was too much emphasis in looking "cool" or good that the camera spun around too much showcasing the map instead of being easy on the eye while explaining the story.
The balance would've been good weren't it for the bugs. As someone else mentioned, I also got stuck many times with the ship at the beginning making it impossible for me to complete my objective.
The story and the map are very creative. The map looks beautiful and the story is really interesting. If creativity alone did it, this would be an excellent map.
Map Design: 4
Really beautiful map, even if laggy sometimes (x1800 256mb, 1 gig ram, 3.2ghz PC.. no reason to be laggy). The map did seem really unrealistic at times, too much emphasis on making things look beautiful but sometimes it pulls you away because it's not very realistic nor fitting to the theme.
I originally would give you a 1 if only for Instructions. The English was bad (should've checked with your teammates/friends before releasing all these errors?) and instructions were sometimes confusing or wrong. The story however, compensated for the lack of good instructions. It was interesting enough to keep me playing.
I was going to showcase this at the front page of AoE3H, but I feel you need more work to be done on it, perhaps on an updated release. I'll look for other maps meanwhile ;).