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Downloads Home » Single Player Scenarios » EEFanSiteDesignTeam's El Alamein

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EEFanSiteDesignTeam's El Alamein

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File Details
Version: Empires: Retail Release
This is a demo scenario of EEGamer4ever's Behind Enemy Lines Part I.
This scenario is El Alamein, in 1942. This battle was decisive for the Allied Forces in North Africa. Enjoy, and please review it.

Greetings from EEFanSiteDesignTeam's 2nd Head, EEGamer4ever
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Gold Dragon
Map Design3.0
Playability: 4
In this scenario,the player need to command the ranger group to go to behind the emeny lines and complete the mission.that's not bad!But no excited cutscene!Improve this point!

Balance: 4
The balance is not too bad!(I lost 2 soldiers in the battle.)

Creativity: 3
Add more idea will be more better!

Map Design: 3
The map design is too common!!!Improve this point!

Story/Instructions: 5
The story is about the battle of North Africa(World War 2's story!).This is the good story!And the instructions is enough.

Additional Comments:
Improve these points:
1:Add the excited cutscene.
2:Add more idea.
3:Improve your map design.
4:Add some sounds.
Your scenario is not bad.I am waiting for you to make more new camapign!Can you make some middle age,imperial age and industrial age's camapign or scenario?
Talon Karrde
Map Design3.0
In this scenario, you lead a group of US Rangers behind enemy lines to cut the German supply line.

Playability: 3
With a little scrolling around, you could see exactly where to go to flank the frontlines, which detracted from the playability some. Since there was no flare marking the location of the supply camp, I completely missed it and actually found the German HQ first, thus winning the game. This type of mistake will cost a point.

Balace: 3
The scenario was rather easy. You can whip the supply guards without taking more than two casualties, lose all of them to mines but still easily destroy the guard towers because of Smith's high HP and attack. Smith was never in any actual danger.

Creativity: 3
This was just like the second scenario in the Patton campaign, only you had less to do.

Map Design: 3
The map design was lackluster. The town was probably the best part of the map, of which a lot was not even used. The battlefield was just flat desert with some random road segments and burned planes thrown in. And somehow, the British were attacking the German lines the same time the Germans were attacking the British lines.

Story/Instructions: 3
The story did not go all that deep into the history, I am sorry to say. It does not follow history as well as it could have. The intro cinematic told you the basic mission and left it at that. The instructions also were not too well done, the description for the objective to find the supply camp was not all that helpful, and it didn't even hint where you had to go to cut the supply lines. On a second play (when I knew where to go), I realized the description said "if there," meaning that you probably anticipated the problem. Also, the timing on the ending cinematic was off. The rangers were helping kill the gray Germans a long time before the Aqua Germans decided to speak with them, and when Eisenhower talks to Monty, it just fades back into the ruins of the HQ, leaving the player wondering why Eisenhower was talking to Monty.

Misc Questions:
- Why were there US flags in the British base?
- Why did the British have US Rangers? (A better possibility could have been SAS Operatives, since they're British and you can add the ability to scale cliffs)
- Why did the British have so many shermans? wouldn't more crusaders have made the army more 'British'?
- Why was Eisenhower there? He was not Monty's commander at the time.

- Add more ambients and other such 'delicacies'
- Add impassible tiles so that you have to go the route to the supply camp, and in general not be able to completely skip it.
Byzantine_Warrior Bravo! Nice review Talon. :)
Midgard Eagle Way to go, Talon. A welcome sight.

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