Empires Heaven
Downloads Home
Review Guidelines
Main site
Code of Conduct

Advanced Search
New Releases
New Reviews
New Comments

Submit File
Browse Categories
New Files

Downloads Home » Campaigns » DEMO=all out war

Download File Post Review Post Comment

DEMO=all out war

Author File Description
File Details
Style: Mix
# of Scenarios: 3
Version: Empires: Retail Release
This is a demo of a campain were a war hardened man fights attacks on korea from verios organizations off.

NOTE=The first 2 are just wach
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design1.0
All Out War

Everyone has to start somewhere. This is k7sxcb0058’s first attempt at a campaign; anyone who is willing to put the time and effort into producing a campaign and uploading it here at Empires Heaven deserves a round of applause.

From what little story is revealed in this campaign, a hero named Yi appears to be defending Korea against some sort of attack. The first 2 scenarios of this campaign try to tell this story through cinematics, and the last scenario allows to take command of your forces and defend against the enemy hordes. This scenario needs a lot of work, but it has some elements to it that are fun.

Think of this review as more a guideline on how to produce a good scenario rather then an outright critique.


The playability in this scenario isn’t necessarily bad, it can be fun at times, but it needs a lot of work. Since the first two scenarios are purely cinematics, I will only deal with the playability of the last scenario.

First of all, the last scenario is not beatable, the proper victory condition triggers are absent, so despite defeating all of my enemies the scenario failed to end. The scenario was relatively lag free, but there wasn’t very much going on.

In the final scenario, your main enemy sends all of its forces at your ally and you after 20 minutes. This is explained in the instructions, however the counter doesn’t count down from 20 minutes, rather it counts up to 20 minutes. The in game clock already serves this function, so it is really unnecessary to have a clock that counts up.

Playability Improvements
- Add victory conditions in the final scenario
- The timer should count down as opposed to up


The author has tried to make the scenario interesting by creating a series of choke points. Essentially your enemies funnel down through a windy path through the forest. This gives you as the player, numerous opportunities to make your stand. In the game I played, I was vastly outnumbered when my enemy was approaching my town, so I built a temple at a choke point and I was able to use the invulnerability it provided to beat a force much larger then my own.

After repelling the big attack, you are forced to move around the map and clean up all the remnants of your enemies. As mentioned in the playability section, even after doing as such the scenario failed to end.

Balance Improvements
- The enemies that are not part of the main attacking force need to put up more of a fight
- The scenario could stand to be a little harder


The author in this scenario attempts to use cinematics to tell a story before the first live play scenario. This doesn’t work out very well, as a lot of speech is difficult to understand, and very little is done to set the context of the cinematics. One of the biggest problems with the cinematics, is that they didn’t actually enter into cinematic mode, it is important to make sure the proper effects are used to start the cinematic mode.

Using choke points to create interesting situations is creative, however more needs to be done to spice up the scenario.

Creativity Improvements
- Make sure to turn on the cinematic if using cinematics
- Try to think of creative ways to make your scenario stand out in the minds of others

[Map Design]

The map design in this scenario needs a lot work. It is important to remember when constructing a city, or a town, to make sure that certain units are not blocked in. In the third scenario, Yi is completely blocked in, in the left corner of the map. In terms of the map itself, more time needs to be taken to show little details around the map. The grass terrain was used almost exclusively throughout the three scenarios with very little terrain mixing.

Map Design Improvements
- More terrain mixing
- Make sure nothing gets boxed in when designing a city or town
- Take the time to put it little details, a forest of just pine trees is boring, try to spice the forest up with plants, and varying terrains


I felt very confused while playing this scenario, the broken English and lack of proper instructions made playing this scenario extremely difficult. I think more time needed to be taken in the cinematics to properly flesh out the story before dropping the player in the middle of a battle.

Story and Instructions Improvements
- Take the time to flesh a story out in full
- Watch for spelling and grammar mistakes
- Take the time to compose proper, comprehensive instructions

Final Thoughts: This campaign, I look forward to seeing more works from k7sxcb0058 in the future.

Final Score = [1.6]
lil gunner612 meh it was something for me to do but keep working at it, it had an interesting consept but like the reveiw said it had no end to it. But dont worrie, im no better than you at this, heck i dont even know how to make a trigger work lol

Post Review Post Comment

HGDL v0.8.0

Forum Username:


Create a new account
Forgot password?
Map Design1.0
Favorites: [Who?]0
Size:281.86 KB