In Asian Fall you have to kill all Boss and the Big Boss. But the way is hard and you have to kill a lot of enemy units, but you can find some prison units that can help you. There is al level up system witch let you level up all 50 kills. Asian Fall is one of the typical RPG Scenarios i made some times ago. All versions you will find in ESO are bad. But you can download here the original version " Asian Civ".
|# of Players:
||4 Person 2 NPC = 6 Players
Player1: -Perosonal Player Team1
-Hero "Nakamura" (Shi-no-bi)
-Has larg attack but not as many hitpoints.
Player2: -Personal Player Team1
-Hero "Kenji" (Ninja)
-Has many hitpoints but can only attack with the sword.
Player3: -Personal Player Team1
-Hero "Shinja" (Ronin)
-Is a very strong fighter that isnt very fast and can only attack with the sword.
Player4: -Personal Player Team1
- Hero "Avanish Tapan" (Sepoy)
-The only hero with a Rifle. Is also strong vs cavalery.
-Most of the enemy units.
-Only the Big Boss
|Author||Reviews ( All | Comments Only | Reviews Only )|
I was able to finish the map going solo, which for some indicates a fatal flaw of the teamwork concept of RPG march'ems. I don't agree - many times one or more people will lag out, or have to leave before the game is finished. The main problem with RPG maps is that they often take hours to finish. This one is no exception, and its replay value is further limited by its linear plot and lack of choices. Other RPGs have moved on, most allow you to choose your hero, resurrect him, recruit complementary allies, or use special abilities; this one is very plain and straightforward - you get ONE guy, when he dies you're out. People try to avoid getting stuck with the sepoy - although he is the ONLY gunpowder infantry in the bunch - and will drop or complain, just as they did in Fall of Russia when they got stuck with the "weaker" units in that game. This, along with the other issues inherent in this game type, limit its playability and replay value.
As with many march'em RPGs, 4 human players team up against a gamut of enemy CPU unit types. The human starting units are roughly balanced: 2 are ranged infantry, 2 are hand infantry. One of each type has stealth ability (very important strategic option for RPG of any type). Whereas earlier versions of Asian Fall found the ninja-style units highly overpowered as scouts and anti-mercenary units, the introduction of multiple enemy explorers reduces the benefit, although it's still worthwhile keeping your ninja players safe so they can use their big anti-explorer bonus vs. these. I like this balance change and hope with some tweaking, it can be a big part of play.
None of the starting heroes can hit-and-run, whereas many of the enemies can.
If your ranged infantry teammates drop, you're still somewhat screwed due to ranged infantry enemies perched on cliffs alongside the trail. None of the rescueable mercenary units are ranged infantry so you will be at a disadvantage, although it's not a definite deal breaker.
This is an Asian-flavored adaptation of the classic Fall of Russia. As such, it is almost bare of innovation. The linear leveling system, gradation of bosses, lack of side quests, lack of voluntary improvements, zero token-RPG economy, and very plain map hurt this scenario's creativity mark a lot.
Even the bosses are altogether ordinary in name and appearance.
Map Design: 3
The map is huge (1000 x 1000) but manages not to lag much. Here's why - after the second boss, the landscape is absolutely and totally bare of any embellishment. Only a uniform height and type of cliff from here on out, to mark your path. The linear path of the scenario winds back and forth along the outskirts of the map, so you have little if any sneakpeeks around the next bend. That leaves vast areas of the map completely bare, covered only by a seemingly random patchwork of terrain textures. There are no water bodies, slopes, buildings, natural props, or landscaping anywhere. The entire world of the Asian Fall is a labyrinth of stone, with only a few trees to keep you company at first, and then...nothing.
If you intend to add to this map further, I would take stock of the many clever Asian props and buildings included in the editor to create villages, Japanese gardens and bridges, a few hills, some ruins, etc. for exciting boss lairs and cities. You can pack a lot more trail into your 1000 x 1000 map as well, and widen the existing trail to make room for side areas, Asian settlements and fortifications.
The backstory, sparser than that of even Fall of Russia, is told in 3 messages at the beginning. It's up to you to figure out after that, how to play. Thankfully, this is a pure 4-up march'em map so no elaborate instructions are required.
1. General mapmaking:
-Use the smallest map size that will contain all your objectives and fighting areas without overlapping, giving away undue information via LOS, or causing lag from too many units on screen at once. 1000 x 1000 is perhaps too big for this map, and I think you could probably have compressed the current linear track into a map of 600 x 600, which naturally lags less and will fill up your map with action, instead of leaving extensive bare areas.
-Use different types of demarcating terrains for your main road: cliffs are simplest, but also dense forests, rivers, lakes, hills with impassable terrain, natural obstacles, native villages, Zen temples, and removable barriers such as walls and towers and castles all work.
-Vary the overall terrain type as the trail passes from one "region" to the next. For instance, one section of the marching trail could be the territory of the manchu boss; the terrain surrounding his location could be Mongolia, the supporting enemy units all Mongolian types like horse archers and light infantry and camel troops. After a brief transition, the next area of "countryside" could be the domain of the Himalayan boss, a blind monk surrounded by stampeding elephants or towers or urumi against a snowy Himalayas landscape. Then on to Siberia, with attacking orcas in a pond and an island in the middle, full of white tigers and ice bears and canoes, led by a Nootka warchief boss. This change gives the players an impression of achievement and progress.
2. I think there's a shrinking role for linear march'em RPGs on the model of Fall of Russia. A few things you have to do to make them interesting and give them long term replay value:
-Let players choose their own hero from a wide selection
-Add some side quests, side areas, etc. to help boost the kill count for players who lag behind, give additional bonuses, rescue additional units, scout ahead, optional shortcuts, etc.
-Introduce a token RPG economy, based on gold or food or wood, or export. Allow players to buy options in a small shop off to the side, or let them unlock gradually better and better options via an xp-system or that similar to most colosseum games.
-Use a variety of balanced units for rescueable allies. If your hero is a hand infantry guy, you want to be able at some point to rescue a sniper or rifle type infantry. Likewise, if you're a shinobi, you may need a hand cavalry or heavy ranged infantry to deal with enemy riflemen or cannons or heavy cav.
3. Develop a storyline and a plot, and use that to guide the decoration of your map. Want to use Japanese style buildings and garden items? Place the conflict in the Warring States era or at the opening of trade with the outside world. Want to set the piece in China? Maybe your heroes are exiled sons of the dead Emperor and are fighting a scheming warlord and his minions to take the throne. Set the enemy units up so they make sense as adversaries - if you're fighting Chinese warlords use predominantly Chinese or wokou units; if you're fighting against a European power in Japan, use mostly European units and mercs to populate your enemy's camps.