Oh, and XDX: Nice review, but please do use a spelling and grammar checker next time. For example, that's "whole map", not "hole map".
[Edited on 02/07/04 @ 06:18 PM]
Posted on 02/14/04 @ 06:59 PM
i played this one. The idea is nice. After playing lots of rounds of my own stuff again and again for playtesting, it was really relaxing to me, playing something different.
Your basic concept was nice. Of course a map does not nead lots of triggers to get a nice gameplay. The authors announcing only hundreds of triggers being set as kind of game quality are definately on the wrong way. But a few should be set anyway. For example attacking enemy units, which are close to the bridge. Or simply let the computer defend his TC's. Or give the computer depending on skill level some extra units. That would make the gameplay more interesting. Try to give the map something to look for, e.g. some bushes or grass around forests or something like that. Play your own game before publishing it, to ensure everthing works as you thought about it, e.g. being able to pass the bridge. Okay, some hills are nice. But of that size? How about some more, but smaller and with some forest above?
Really, even while the tsunami guys announces, they do not like basic scenarios anymore, i think, it is still nice to have some newbie stuff around. But of course with a little bit more details in it. Could you overwork this one with some more eye-candy and trigger extras to the computer? If done, you can replace this file here. I think, it could be worth the work. Good luck, enjoy Empires.
Field Marshal BM
Posted on 04/13/04 @ 10:45 AM
Ummmmmm, i dont wanna hurt your feelings or anything but,...it stunk, if your gunna make a "random map" type thing make it have some realy good terrain or have some modded units or somthing! but this is just a cheesy little bridge that you hafta destroy to get over to the bad guys. and again im not trying to be mean im just trying to help.