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Survival V1.01

Author File Description
File Details
Game Version: AoE3+TWC+TAD
# of Players: 3

A town in the middle of the nowhere is under attack, by beings of unknown origins, they look human, but they aren't. The survivors sent out a search party for food since the blight has destroyed the farmlands and traders have stopped arriving, however, the search party has not been back for a long time... Food supply is dwindling and so is moral. It is your choice, sit around and wait for help that may not come, or search for your own escape route that may not exist.

Survive! (There is a way to win the scenario, I am not telling you how and people who have already played this with me please don't tell them :P)


Food upkeep - you pay 3 food every 5 seconds for every single population point, you run out of food, your men starve to death.

1hip - All units have only one hip except for certain special units, but don't worry you have the guns!

Other Survivors - There may be other survivors outside of the town, however you are sure to find enemies out there too.

Repair Cannon - Harvest 500 wood in order to repair a cannon in the town.

Player 1 and Player 2 are human Spanish on team 1
Player 3 is a computer Spanish on team 2

Be careful with your units as they are irreplaceable, if you are running low on food I recommend killing off some of your weaker units such as villagers. Searching out of town is best when early in the game, after that it's probably best to stay in town

PICTURES: (Thx to BurningSushi460)
[Survivors fighting for their life]
[Zombies charging at the survivors]
[Death at the dock]

This scenario is in the Custom Scenario Competition 2009, so please grade well :)

By KevTheGreat

P.S please do not edit, or claim this map as your own.

Other Scenarios by KevTheGreat-

[The Race 2]
[The Great Colosseum]
[Global Wars]
[The Race]
[Arab Desert]
[Arab Desert 2]
[Arab Desert 3]
[Arab Desert 4]
[Arab Desert 4V2]
[Arab Desert 7]
[Burn em All]
[Russia The Epic Begins]
[Fort of War]

Version 1.01 -
*Fixed minimap bug
*Player two now has 4 colonial militia (decreased from 5)

To Install:
-Unzip move file "Survival by KevTheGreat.age3yscn" to Documents\My Games\Age of Empires 3\Scenario
AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design3.0
Playability: 5
Survival is meant to be short as the maker intended. Regardless of this, its playability is unquestionable and simple. In that short time is a good romping frantic playthrough that is good with a friend who just wants to kill 10-15 minutes with a challenge.

Balance: 4
Balance here is pretty stable in terms of you and the enemy. Nothing is a problem there. The final version has had all its fixes from when originally Player one had a signifigantly higher food and wood rate than two. Now remedied by pushing the valuables further into zombie teritory, increasing danger of casualties, and making it a bit more fast-paced. Despite this, there are still infrequent occasions where one is doing signifigantly worse than the other so it cannot warrant a 5.

Creativity: 3
This is a pretty linear and straightforward map. Live long enough to survive. There isn't much to do in the map aside from killing sheep, positioning your men so that they die at a slower pace than usual, and waiting. The good thing is that the map itself isn't entirely redundant.

Map Design: 3
I was quite merciful in this category. The map's lack of visual diversity and moving space is somewhat discerning. Trying to retreat to your base with rescued survivors required one to hug the black edges of the map and in this conveniency is that it is exactly where the zombies spawn from, meaning a fast trek will end in some casualties. The terrain and decoration is rather paltry but simplistic enough to be effective for the purpose of the map. To be straightforward, its got the standard stuff down but there is no embellishment to add to the experience.

Story/Instructions: 3
Being as bare-bone straightforward as the map design, this bit is rather average. My first assumption was that it was probably reminescent of a Mexican swine flu apocalypse of some form, but it was just zombies. The instructions are laid bare by the name and taking immediate action to reach the goodies around the map is not encouraged, but treated as possible. This can make the game rather vague. However, it still manages to make off with a 3.

Additional Comments:
I mean no harsh anti-sentimentality towards you Kev, but I was being very lenient and unbias in this review.

[Edited on 07/18/09 @ 01:09 AM]

Map Design3.0
Playability: 4
There were a few bugs and pathing issues, for example my units sometimes able to walk over the ridges (not sure if that was intentional) , but for some reason couldn't get back. Sometimes your units would move in a totally opposite direction than where you commanded them to go, which means you had to babysit them. And there was a problem with player 1's skirmishers not moving on the minimap, even though they changed positions in the actual game. It was also quite frustruating sometimes when your settlers would not auto attack, but I guess you can't change that because it's hard coded into the game. But apart from all that this scenario was definitely quite playable, and very fun too.

Balance: 4
I can't say much about the actual balance here because you ARE playing against a pretty stupid AI system, but you did do your best to alleviate that by adding a lot of spawnpoints. Still, there were times when the creatures would just walk right past my units, or even start an attack animation only to quickly walk away. I found that the tribute resource function was quite helpful in this game, especially when one player was low on food and had no more villagers to gather crates.

Creativity: 5
IMO this scenario was very creative and unique, and I especially liked how most units only had 1 hp. In the beginning I was thinking how easy this was, because all I had to do was assign every unit to its own control group and 1 hit kill everything, but it really got spicy when some rajputs and skull knights showed up for the party and I started running out of food (That, btw, is another concept I liked, because it meant that you couldn't just sit in your base all day waiting for the scenario to end). I just wish there were some more types of creatures. And maybe some scary music :p

Map Design: 3
I just wish this map was a bit bigger so that you wouldn't get ambushed while walking outside the town exploring, but maybe that's part of the point of this game. TBH there wasn't much room to manuever in either, because the map was so small. Also see Playability for some of the bugs I found. The details (old barn, mill, abandoned dock, dim lighting) were much appreciated.

Story/Instructions: 4
The story itself wasn't so special, but the end was truly epic. Just when you're about to get swarmed over by masses of creatures salvation comes in the form of something I won't tell you if you haven't gotten that far yet. I really did enjoy controlling it for a brief period of time, even if there was no where to go and nothing to kill :)

Additional Comments:
I would really like to see a bigger version of this, with room for more players, and more enemy units.
Map Design4.0
Playability: 5
Fast paced easy to understand scenario, and doesn't take long like the other numerous scenarios! I enjoyed the game and didn't notice any bugs. So a perfect 5 here. The constant stream of enemies kept me away from boredom.

Balance: 5
Each player has basically the same units and same chances of winning, the enemy was a bit hard, but if u try 2 or 3 more times you will get the hang of it, At first I thought having everyone as 1 hip units would suck, but after playing through the scenario, I have been proven wrong :).

Creativity: 5
I have never seen a scenario like this, food upkeep, 1 hip units, and so many enemies for your to kill! Varying in enemy types, the scouts, rajputs, skull knights, and lightning warriors. However the units that you have are a bit bland, all guns and one cannon if you have the wood, some grenadiers would been fun, but this still gets a 5

Map Design: 3
The map looked better than your average scenario, but not great. Although this is in the middle of nowhere town, it can use some more eye candy, and multiple terrains. Not the best here, but clearly not the worst.

Story/Instructions: 5
Easy to understand instructions with a great opening and ending cinematic, and loved the bleak outlook of the game. The music was also great, you don't find much music in scenarios for some reason.

Additional Comments:
One of the best scenarios I've ever seen. You just need to work on the eye candy XD

[Edited on 07/22/09 @ 05:33 PM]

Map Design4.0
Facinating scenario! It took me over 10 tries to beat this, and it was great every time.

Playability: 4
I liken Survival to this little rhyme:

"There once was a girl, that had a little curl, Right in the middle of her forehead. When she was good she was very very good, and when she was bad she was horrid"

The reason I liken in to that rhyme is that the game play is great, but when the one bug hits, it usually involves you losing all of your dudes. Thus you've gotta start over. This isn't as big a deal as you would think though. It's short and fun.

The bug is: Some really annoying path finding around a circular ridge. If your men get close the computer redirects them to either: Start going around it in the wrong direction, or going right over it. The problem here is that it's very hard to stop them. Hitting stop rarely works and redirecting them again is also sketchy.

Thus they usually get into a throng, group, gathering, or posse of Zombies. The gist being "They die".

This scenario is easy to get the hang of but gets intense really fast. It has you micromanaging, micro-tributing, and generally killing a lot of Zombies.

Balance: 5
This scenario is an interesting case. It's a Zombie game so you don't win you... Survive. But I'd say that for the time it lasts it's just right. The Zombies spawn steadily faster and faster until it's impossible to keep everybody alive. Which adds to the tension.

Creativity: 5
This scenario is One-of-a-kind for sure. I've played two other AOE3 Zombie scenarios and this one was the freshest of them all.

The thing that stuck out the most was the actual Zombies themselves I liked the units he chose better than any I've seen.

The starvation angle also added to the atmosphere.

Map Design: 4
I'll make it plain this map is on the drab side. At times it looked like the surface of the moon when it seems it should have been "Stylishly post-apocalyptic"

Now I chatted with the KevTheGreat about this and he said he was going for a "Dead feel". He I suggested a few things that would have added to the Mise en scène. And he said that those things couldn't be done without modding.

I would have given this a 5 except that the layout of the buildings and scenery had little grasp on a recognizable town/village. And I think realism should be one of the staples of a Zombie game.

Story/Instructions: 4
The reason there is no 5 here has nothing to do with the story itself. It was self explanatory. Zombie apocalypse, nuff said.

It was the ending that threw me for a loop. It was... anticlimactic? Basically you survive and it's over

A big army comes and rescues you and then... you win. No Zombie slaughter, No revenge, No hide tannage, nuttn.

Additional Comments:
One thing that puzzled me. At the end the army arrived. It then said they would leave in two minutes. The time ran out before I got there and I still won. I don't know if I needed to get there or not.

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