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Sharpe's Rifles

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File Details
Game Version: AoE3+TWC+TAD
Galicia, Spain, 1809. The British Army is running from Napoleon's Army. Newly-commissioned Lt Richard Sharpe and his men are cut off, and must get to safety in Portugal. During their journey, they must aid some British civilians, and must help a Spanish officer accomplish an unusual task. The Spaniard's brother and a French Cavalry Regiment try to stop them. Based on Bernard Cornwell's excellent novel. You will not win without using your allies well. The best of you can win this one in less than 15 minutes.
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Map Design3.0
Playability: 4
The fort shooting at you in the courtyard makes it seem like you are supposed to do something else (are you?) instead of charging the courtyard. It's kinda weird that the fort is there and it messes with the pacing imo. There is also an issue with the fork I go into detail on with map design. Also, the strong box moves too quickly in the first escort, and you have to be careful to keep up. It just seems like it would be better if their speed was 4. Finally, at the farm, it seemed like (based on the text) I was supposed to fight a bit then retreat, but if you linger the cavalry target you instead of the Spanish, and you can't get away (so more clarity I guess?). That's everything I could think of, and aside from that it was fine.

Balance: 4
The balance is kinda weird. You get skirmishers with boosted health, so much health that I figured I wouldn't have any issues. But then the scenario is filled with the arch foe of skirmishers: cavalry. The result is you can engage small numbers of cavalry and slowly gum them to death, but bite off more than you can chew and you're done. Running is also not an option once they agro. This is balanced, but it feels... off. I feel like it would add to the tension if they had less hp but more attack. Or using musketeers and artillery (musketeers you can engage, and cannon acting as a clear sign you need to start running) instead of cavalry. Not sure if what I said makes any sense. I also haven't read the book, so so I'm not sure if that would mess with how true to the book the scenario is.

The other thing is that the first attack on the strong box is weak enough that you don't even need to be there. It is kinda neat to have the Spanish and French fighting in the background though.

Creativity: 5
It's pretty out there. Pretty sure this is the best attempt I've seen of trying to weave story into a scenario.

Map Design: 3
There is a fork the second you get to the hills. One path leads to where you are supposed to go, the other is a long dead end (that also messes with the triggers) and you have to back track. Also, because some of your units convert at the entrance to the farm, there is a possibility that it will be blocked and some of your men will get stuck outside (and probably die).

Story/Instructions: 5
I haven't read the book. Some parts were a bit jarring, but I think the dialog as you walked and occasional pop ups worked well given the medium. Main issue is I, as someone who hasn't read the book, had a hard time following all the characters. Maybe fewer characters included but more focus on the main plot/themes? An RTS has a limited amount of story that can be conveyed clearly (without long cut scenes that serve to annoy people), so focus on what you really want to get across, and nothing else. Also, generally, it's a good idea to not have a binary choice that potentially ends the scenario (though I am also an idiot for picking it).

Additional Comments: When you design a scenario yourself, the way the player should go about it seems perfectly obvious since you are the one who made it. Then, if you watch someone else play it, you start tearing your hair out over how stupid they are. Having played two of your scenarios, it feels like you may have fallen into this a bit. There are a number of things in this and your last scenario that are not very intuitive. For example, choosing the right path at the fork, sending units under a hostile fort, and a lot of the choices/secondaries in your last campaign. I would suggest paying attention to that more in general. You seem to really care about improving, so I tried to focus on what I thought could be better instead of what was already good. To be clear, I really do like the scenario. Also, sorry for the wall of text.
Map Design1.0
Playability: 3
(Insert Playability analysis here)

Balance: 5
(Insert Balance analysis here)

Creativity: 3
(Insert Creativity analysis here)

Map Design: 1
(Insert Map Design analysis here)

Story/Instructions: 2
(Insert Story/Instructions analysis here)

Additional Comments:
The game is too easy and quick to finish.
The map is gigantic but bad optmized. Almost none enemies. The game have a good story but the text passes too quickly, making almost impossible to read and the instructions are awful, everything must be done by instinct because you have no info about what to do and where to go.

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Map Design2.0
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