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Legend of the Five Rings v.6 *final*
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Author |
File Description |
SleepingDragon01 |
Posted on 07/13/04 @ 10:08 AM
File Details |
# of Players: |
8 |
Version: |
Empires: Retail Release |
Final version many ppl online seem to love it! hope you all enjoy the final version!
Also several ppl have taken this map and edited it for themselves and distributed it in the channel....DO NOT EDIT THIS MAP!!!! ty
file is now there =) |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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lord ramsey |
Posted on 07/21/04 @ 08:39 PM
Playability: 5
this scn is very fun i always like rpgs...plus
Balance: 4
the balance is usually equal but one clan gets "ninjas" (comadoes) and gun infanty has speacial units u most no how to use tactics to kill those gun men if u just charge at there lines ur samurai will get murdered...
Creativity: 5
i gave this a 5 to bc no one ever had a stroy line like this or a map like this...i havent seen a scn with a emperor,samurai, and a ranking system
Map Design: 5
the map rules to so many cool spots to make new bases outposts and (vaction spots for ur king)
Story/Instructions: 5
the story rules i played this scn many times and everytime it turns out different...i love how it never gets old the story keeps this scn alive
Additional Comments:
All togather i think this is the best scn i ever played and alot of people proable agree with me... |
O3NeonSXT |
Posted on 07/23/04 @ 03:57 PM
Playability: 4
Great SCN if you know what your doing, if you dont know what your doing or your not creative, this will totally suck for you. Also, if your the emporer, u really dont do anything but command the shogun and stuff, can get boring after a while.
Balance: 5
The balance is wonderful. No nation is stronger than the other, all basically the same.
Creativity: 5
Need i say more than "5". Who else has thought this up, anyone??
Map Design: 5
Map was awsome. Not much water, would be much more fun if it had like an ocean for battles as well, but other than that, the terrain was godly.
Story/Instructions: 5
The best is for last, there is no pre-made story, you make your own, thats the best part.
Additional Comments:
Dragon-Studios will go a long way with SCN creating. They have the will to do it, and where theres a will theres a way. GREAT JOB SLEEPINGDRAGON!!!!!!
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Intrepid (id: iNtRePiD) |
Posted on 08/28/04 @ 02:40 PM
Legend of the five rings can be best described as a deathmatch, diplomacy unit renaming fest. According the vague description provided by the author this scenario is a role playing scenario. This scenario is as much a role-playing scenario as a normal game of Empires. The role playing experience in this scenario is similar to the experience I would receive if I played a random map as Germany and pretended that I was Nazi Germany and I was trying to conquer the world.
- Playability –
This scenario is suppose to be a role playing scenario, however it takes a great leap of faith on the part of the players participating in the game to actually create any sort of role playing elements within the game. Throughout the scenario you are able to choose what units get what titles, this seems to be some sort of attempt to make the player believe that they are role-playing. This system comes off very flat as the titles mean absolutely nothing as the units given get nothing more then a banner over their head. Essentially this scenario plays like a pre built random map. A player can be victorious in the scenario and completely ignore all of the so-called role-playing elements within the scenario. This strikes me as a complete failure of the role-playing system present in the scenario.
Playability Improvements
- It is too much to expect players to develop their own stories and role play, some actual role playing elements that do not fall completely flat would help this scenario immensely
Playability Score: 2
- Balance –
This scenario suffers from some terrible balance problems. Firstly the map is not constructed particularly well some players have tremendous access to gold mines, while others do not. Some players start off with large armies while other players have absolutely nothing. This scenario needs a lot of balance work. All of the players do start with the same amount of resources and they all receive resources at the same rate. The only thing that keeps this scenario from being a total blowout is the fact that the scenario is a diplomacy scenario, so players are cautious and take their time. Certain players could easily dominate the game if they knew what some of their peers started with.
Balance Improvements
- Players need to start with similar resource access
- Players need to start with similar armies
Balance Score: 2
- Creativity –
The elements that help make this scenario unique are also the worst elements of the scenario. As stated before the role-playing system comes off very flat. The author does seem to have an interesting idea here though. The role playing system just needs to be fleshed out a lot more. Simple dialogue questions that only change the names of units do not cut it. Besides the role-playing element this scenario is a standard diplomacy on a built up map. Since the role-playing elements are non-essential to how the scenario is played, this scenario is in fact just a standard diplomacy on a built up map.
Creativity Improvements
- Various map design options should be explored to help make the scenario a little more interesting
- The role playing system needs to be fleshed out
Creativity Score: 2
- Map Design –
This scenario consisted of a series of built up cities fighting with one and other. The cities are poorly designed for the most part and add absolutely nothing to the game play of the scenario. The various eye candy features added to the cities are pointless and serve only to create lag. The map is covered by a lot of blocky forest. There is little terrain mixing, the majority of the map is grass and the cities tend to be divided into terrain blocks with next to no mixing. The map design impedes play on the map and looks fairly ugly.
Map Design Improvements
- Remove some of the eye candy features in cities
- Make the forests less blocky
- Use terrain mixing
- Design cities that actually simulate the game play as opposed to hindering it
Map Design Score: 2
Story/Instructions
Several other reviewers have pointed out that the greatest feature of this scenario is its story. For the most part I found the story elements in this scenario to be lacking. Unless these reviewers invented their own stories to go along with scenario I cannot see how this scenario has the “greatest story”. The instructions in this scenario are fairly mediocre. Until I checked the triggers out I have no idea that you were required to kill your opponents emperors to win. This scenario is filled with endless spelling mistakes, grammatical errors and a lot sentences that end in “!!!????!!!!”.
Story/Instruction Improvements
- The story needs a lot of work
- The scenario needs better instructions
- The grammatical and spelling errors need to be fixed
Story/Instruction Score: 1
Overall, I do not think I could recommend this scenario to even the most die-hard diplomatic scenario fans. This scenario needs a lot of retooling. The role-playing system needs to be broadened and the map needs an extraordinary amount of work. If this scenario is overhauled I will be happy to re review it.
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HGDL v0.8.2 |
Rating |
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3.8 | Breakdown |
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Playability | 3.7 | Balance | 3.7 | Creativity | 4.0 | Map Design | 4.0 | Story/Instructions | 3.7 |
Statistics |
Downloads: | 336 |
Favorites: [] | 0 |
Size: | 986.82 KB |
Added: | 07/13/04 |
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