(2017) - Competitive Scenario Reviews


Group: System Operator
Join Date: 25 May 2011
Edited 5 January 2018 - 10:26 pm by +Gallas
- A Holy Crusade by Phleg

Creativity (24/25) - Pick up your relic(s) and bring it to your monastery. Not sounds too special, but this map gives so much twist to this "simple" task, that is unbelievable. A bit like TTF race game, but you not have rounds, just one big task.
Playability (21/25) - Task is simple, shop is clear and easy to figure out what to do, but it's not that quick. You have to make a plan when better forwarding, or just making an allied army, otherwise, prepare to die and run a lot.
Replayability (16/20) - While the idea is fun, the lack of contact with other players makes it feel you just race with a timer, not an actual competing like TTF example. The small randomness and strategy-building with fun gameplay of-course is the major point here.
Balance (12/15) - Everyone can play in his own style, but in long-term it may worth look on others too what they do. Even if you fail at begin, you still can reach the monastery as first, but the good shop-managing is too important. It's maybe not a "step-by-step to win" FFA map, but it requires a bit too much experience from previous games to have a chance to win.
Design (15/15) - Complex triggering without lag, a nice eye-candy full terrain, and the good ideas makes this map so unique. Definitely a great work!
Overall: 88 from 100

- collin defense blood by 09collinsjc

Creativity (19/25) - Do you love/hate being defender/attacker in a TD-like map? Here you do both! This is a great map to mix the hunter/prey TD maps into a competitive game.
Playability (22/25) - You not have to learn too much how to play this map, simply build towers, control your armies and use the shop. Teamwork is essential, but taking roles can make easier, if managing both side of map is too frustrating.
Replayability (18/20) - This map can be fun again and again. Lot of strategy and tactical option is available, but the lag from the huge armies can reduce the joy factor really fast.
Balance (11/15) - Both team have same opportunity, but from a bad begin you hardly can stand up in mid game, which can decide the winner team too early. This map in FMT vs random can be a bit unfair, as the who-what-where-do is really important.
Design (7/15) - While the triggers are fine, the terrain not looks too that great and not a perfect mirrored sides. A bit less gaia objects and better edges could improve on it.
Overall: 77 from 100

- Fate of Middle Earth (Lord of the Rings) by [Beor]_Damrod_

Creativity (12/25) - There is no year without a new LotR map, but sadly, there is not much improvements. While the concept is still great and famous, new ideas are hardly found.
Playability (16/25) - If you are new to the map (or more-like the gene), prepare for the massive clueless. Between the massive amount of armies the key-characters, side-quests and important locations are really hard to find/follow without help or experience. The biggest minus for this kind of maps is the huge game-lag, which nearly makes it unplayable.
Replayability (17/20) - If you like LotR, RP elements, this map style and figured out what to do and what not, definitely can be played again and again. Playing with friends is recommended, while in real competitive way I hardly can imagine it.
Balance (10/15) - It would take lot of matches and analysis to decide how is this map is balanced. The 1k+ army for each players, the special heroes and key-characters and locations makes it hard to follow what is going on, but the table can easily flip by the way as the story goes.
Design (5/15) - There are really few eye-candies, the map is lack of trigger tricks and usage of UserPatch features. I not see uniqueness in this map, while it had potential to be different from the other LotR maps. Maybe in the future we can see a ToME and UP1.5 based one with new ideas.
Overall: 60 from 100

- Gold'n'Roads by [dv8]Antetokounmpo34

Creativity (20/25) - While the idea is not new, they way it was made is really nice. This map is mixing Risk-gameplay with CS style in a cool snowflake-shaped cliffmaze.
Playability (23/25) - The simple shop-research and unit creating by your respawning (but limited) king is a great idea. Controlling the mining camps are not easy while you have to push your army to deal with an enemy, but really fun.
Replayability (18/20) - Building up a strategic can be made in many different way and with included teamwork it's really addictive.
Balance (14/15) - The civilizations and starting locations are not affect as much as the way you play this map, so it's quite balanced.
Design (11/15) -While it had some bugs with shops, and triggers may a bit overnumbered, the overall look (specially the minimap) is well done. This map has a great potential and I hardly recommend polishing it!
Overall: 86 from 100

- Random Labyrinth by [MM]_Zix

Creativity (25/25) - Labyrinth maps were already rare in aoe2, but this one not just do the impossible as being a random labyrinth, but even on some high-level triggering with a great idea what is your purpose on this map!
Playability (24/25) - Really simple what to do, since you can only build few buildings and exploring, capturing relics, avoiding wolves and sniping enemy villagers/towers. It not takes lot of effort to learn how to play, but wining is much harder, as you lose your captured relics if your villagers dies.
Replayability (18/20) - You will never have the same maze again and you may never play the same game with same result. While the randomness is really fun, it have some side-effect too.
Balance (12/15) - Being random not always makes it fair. You may spawn between enemies and you hardly can move/build anywhere and wolves also behind you, but the respawn also random and you can have a new beginning somewhere-else on the map. It need more luck than skill to win, but it not makes it unfair, as you can try rush or being less offensive and building up your safe-corner.
Design (13/15) - The map-design alone not looks that special (and not have to), but you can improve it by the data-mod version. The more than 10.000 triggers behind this map are simple incredible, and makes it one of the best I have ever seen.
Overall: 92 from 100

- RM 1v1 and RM 2v2 by aaRmaN

Creativity (1/25) - A TC, some villagers with sheep, houses and a gated wall. The map tries to mimic the Arena random map with extra water for separating, but with a lot of (but far away) resources. And that's all.
Playability (10/25) - Simple, rm gameplay with some defense from rushes. Resources too far for a good begin and quite boring compared to real random maps.
Replayability (5/20) - You may can try with different strategies and civilizations, but the map not provides any extra gameplay-experience in a new match.
Balance (13/15) - A fair mirrored start for players, but that's all. Only strategies and civ have effect on it.
Design (1/15) - No story, no triggers, no eye-candies, kinda nothing just a flat land.
Overall: 30 from 100

- Roulette Blood by +[MM]jason

Creativity (22/25) - A CB-RCB-CBA-RTD mix cannot be wrong, right?
Playability (25/25) - Gameplay is similar to any other CB maps, but the randomness for your units (and for your enemy, if you want) gives a lot of option to play it. Use wisely your shop.
Replayability (19/20) - If you are adaptive and good at improvising, then this map is a great chose to play it over and over again.
Balance (13/15) - You and your enemy can have the same or a counter unit. The randomness both fair and unfair at same time, but luckily you can panic-switch if need.
Design (14/15) - At the first sight, the map is a simple blood map with some random tricks, but the way as the Userpatch1.5 was used is revolutionizing. Example the new building anti-delete system, weathers or the civilization music-themes. This map is good example what is the next-gen CB map should be.
Overall: 93 from 100

- Tale of Years by Icey

Creativity (13/25) - An other LotR scenario, with minimal changes. Sidequests are explained well on the map's page with other useful informations, which is a good help for beginners.
Playability (17/25) - The extra kill rewarding and civ bonuses gives some extras compared to other LotR scenarios, but rest of the gameplay-experience is similar with all positive and negative effects.
Replayability (17/20) - If you are into the LotR, the RP maps and like the huge battles between thousands of units and can deal with the lag, then you will enjoy this map.
Balance (10/15) - As with the other LotR map, deceding how it's balanced is quite hard and take lot of effort to give fair score to it.
Design (6/15) - The map overall looks more clear compared to the other one ( bit like europe maps), and a bit better trigger usage, but still lack of uniqueness and possibilities.
Overall: 63 from 100

- The Pinnacle of Stupidity! by [Orcrist]Gwayle

Creativity (21/25) - Compared to other hunter/prey games, this one not looks like others, and this small-map idea is a good and fun choose with this fast villager running/buildspeed. Sadly it's still yell how the making was rushed and unfinished.
Playability (18/25) - While it's quite simple who what do, both preys and hunters lack of options of choices, and not because of the size of the map, but simply too few ways to play.
Replayability (15/20) - After few tries, no mater how the map ends, you will feel: this is good, just something is missing. The idea is good and while hardly could imagine this in competitive way, with friends it's a recommended mini-map.
Balance (8/15) - The lack of options, hunter chooser, settings, difficults and other missing elements makes it really static how this map is going. While there is no general imbalance, overall it had more potential.
Design (8/15) - The base idea is good, but the map is undone. With some fixing on triggers and polishing on details, it could be far better.
Overall: 70 from 100

- Zotten Blood by ['RB']Dan

Creativity (5/25) - 99999 res scenarios are not new and maybe only the map layout shows something new.
Playability (19/25) - The lack of space, the pressure and the many viable strategies gives joy to this map, but kinda that's all.
Replayability (14/20) - If you like the pressure during the early gameplay and just want to mass your army/buildings on few tiles wide lands, this is a great map for you to try, even if you can many other similar.
Balance (13/15) - There isn't any major balance problem regardless of starting location from enemies and civilizations.
Design (4/15) - While the terrain looks nice, there is nothing special in the design.
Overall: 55 from 100
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Group: Standard Membership
Join Date: 8 August 2010
Edited 12 January 2018 - 11:00 am by ['RB']nhoobish
Zotten Blood - by Dan
  • Creativity 15/25 - Deathmatch alike slaughter-fest with not too many options and with less depth than its predecessor Lustful Encounters, however, still offering quite interesting gameplay due to the interesting layout of the bases and fighting area. Knowning that the Ice area was meant to be blocking all ships it is unfortunate that the initial thought was not finalized by cramming them into the small coastal area. Eventhough, there are no triggers, I suppose the minigame and quick pace or short duration of the game should cover the need for them.
  • Playability 20/25 - As there is not too much space to build the confusion from varied options is not present, a general idea should be easy enough for anyone to understand what to do and how to play. However, I did witness with my very own eyes how the farm type terrain made a few players think that they have to make a Mill and farm food as quick and much as possible. Previous knowledge what buildings to place where and at what point is crucial in this scenario, therefore a massive disadvantage there can be for newcomers, if for some reason they expect something else.
  • Replayability 15/20 - I feel like there is a lot of potential in this type of scenarios, as it challenges the player to test varied start build orders and strategies. Since it can be played for a competitive purpose there is no lack of quality for the scenario other than a person's view on genres and what they like more. (Loss of points due to being able to hide ships in the corner of the map and therefore having the option to be a complete nuisance.)
  • Balance 15/15 - Since each player has identical starting position and due to the small nature of the fighting area it is very hard to gain an upper hand. It would require great macro, micro and wit to outmatch the opponents.
  • Design 15/15 - It is a very interesting design allowing many crazy plays and situations to end up with due to the small nature of bases.
  • Total points - 80/100

The Pinnacle of Stupidity - by Gwayle
  • Creativity 20/25 - A very interesting outcome for an Hunter vs Prey scenario, resembling to PTO, however not really given a chance to build a base as the game is supposed to be short and treated as a minigame. Fast building and fast movement contribute to the gimmicky scene, also the limit on military units forces the game to be slightly different, as there is not an endless wave of monsters heading your way.
  • Playability 20/25 - It is not too hard to figure out what each role is meant to do, but it would have been more helpful to disable all buildings except the ones required for the fairies, also highlighting the area where enemies come from could have been more helpful. For the necromancers, some people had slight problem understanding where are their units and why are they stuck, eventhough the Old Stone Heads were not actually obstructing anything.
  • Replayablity 15/20 - Since it should be treated as a minigame, there is no reason to play it all the time, but every once in awhile with friends to have a good laugh. In the end, the scenario will start lacking its magic after many many games, if not played with friends, as playing with unknowns potentially just creates a stiff competitive environment in this type of scenario, which really is the opposite of what the scenario aims to do. Too much good is never good!
  • Balance 10/15 - The scenario seems relatively balanced altogether, but definitely an effort needs to be made by the players themselves to pick the suitable hunters and defenders each time, otherwise it may feel too one sided.
  • Design 10/15 - Since it is a minigame and did not take much effort to make at all, there should have been a time to consider adding some easter eggs just to enhance the fun and gimmicky experience, in other words, there could have been a little bit more of something.
  • Total points - 75/100

Fate of Middle Earth - by Damrod
  • Creativity 23/25 - Playing the events in the Lord of the Rings with a slightly different manner than in older scenarios, as it cuts out a lot of the northern areas that did not have a part in the wars to come. A lot of kill oriented bonuses that force the player to look after his units with much more care than before and in the same time offering a lot of good bonuses for claiming map control. However, some bonuses seem rather impossible to achieve or can be considered useless.
  • Playability 19/25 - For a newcomer generally frightening experience to control hordes of units with different stats and not knowing what do to with them only to then realize you have to find specific important units at some random location on the map, also having to learn about all the quests and bonuses can be overwhelming. However, if to strip the unnecessary complexities and focus only the core part of the genre, which is to have an epic battle it should be quite understandable how to achieve it.
  • Replayability 19/20 - If you tolerate lag, I see no reason why you should not play again. Offering a lot of interesting situations and strategies. Very satisfying in terms of achievements when getting a full surround on two or more archer packs. Split bases force teams to try out different things almost every game.
  • Balance 12/15 - Eventhough each faction is different and the starting conditions are not equal, with a little bit of teamwork it swings back to balance. Although, all bonuses seem nice and good, then gaining a lot of them early one can be devastating for the opponents, as suddenly a lot of very good units appear from nowhere. Generally the strategies used define how balanced the game has potential to be. That being said, the game relies on uniting the teams, as both teams start kind of split off from one another, the evil more from eachother than the good, that can become a crucial factor determining win or loss.
  • Design 13/15 - A lot of the scenario is not true to geographics of the Middle Earth, moreover, a lot of the areas are oversized or plain wrong, though this all contributes to the gameplay and tries to enhance it. A lot of effort has been put into equalizing knowledge differences by making a huge section of information that is pretty easy to overview and has different areas for different things. Also, quests and bonuses are also mostly easy to understand on the map itself. Huge block bases ruin aesthetics, but also make overviewing easier and handling all that mess of an army.
  • Total points - 86/100

Tale of Years - by Icey
  • Creativity 24/25 - The fall of Numenor told in a different manner than before in Rings of Power by splitting it up to corrupted and the faithful side. Supported by the standard quests of older LotR scenarios, but improved by being able to pick between three different win conditions, a king store from kills and a very unique civilization based starting bonus for each possible civilization.
  • Playability 20/25 - The start of the match defines heavily what is do be done in it and makes it easier to understand what are the most important goals for the game. The store is fairly easy to understand to use, enough information is given for each player about their options and is not as terrifying as some other stores in other scenarios. The differing civilization bonuses can be a confusing factor in each game, since they can affect all units and buildings every start of the game is different, thus understanding what unit is strong and which is weak gets a bit more complex than in regular LotR scenarios.
  • Replayability 20/20 - If you tolerate lag, I see no reason why you should not play again. Offering a lot of interesting situations and strategies. Very satisfying in terms of achievements when getting a full surround on two or more archer packs. Different options for win conditions allow more interesting combinations.
  • Balance 12/15 - The scenario is a 3v4 and instantly gives an advantage to the team of good with 8 eyes versus the team of evil with 6 eyes. In an attempt to balance it out very clever and nice additions have been made, not just giving evil team more stuff, but dividing up the bases in a way that more fronts are created for the good team, meaning those extra pair of eyes need to pay more attention on different pathways the enemy can come from.
  • Design 8/15 - Hugely oversized rivers ruin the general image and certain areas of the map where something should be is just replaced with an ocean. Eventhough, I understand that this allows for more impact for navy and transports, but the main battle happens on land, there is no reason to be so excessive. (Loss of points due to butchered terrain.)
  • Total points - 85/100

RM 1v1/RM 2v2 - by aaRmaN
  • Creativity 10/25 - A streamlined pathway warfare with the standard economy booming situations, though with the excess of resources. No utilization of water at all. Since key areas were made there should have been more variety. Plain and simple!
  • Playability 20/25 - Seems pretty easy to comperhend what is going on and what will happen. Playing on Normal visibility as per RM game hinders starting for the first time, especially with the usage of AI as they are not likely to find their resources, because no vision is given.
  • Replayability 10/20 - Once you have played it a few times, there is not much to offer, perhaps during a longer editing phase, if more stuff were to be added, it would invite you back to try the new things and changes. Seems only replayable among friends.
  • Balance 15/15 - Symmetrical bases at a glance, only balance changing factor seems to be what civilization a player picks, put that is not related to the scenario balance itself I feel like.
  • Design 5/15 - Not really many interesting aspects for the design or terrain, simple and functional. Each area could have been defined better and resources distances placed further apart for TCs to fit in.
  • Total points - 60/100

Random Labyrinth - by _Zix
  • Creativity 20/25 - The idea for the scenario with its execution is pretty unique, as it generates a new maze each time scenario when replayed will feel different. However, since random generation was used in the first place it is awkward to see that after witnessing randomized maze and a randomized spawn pattern, but no maze changing effect during the game itself. It would result in more interesting situations in the game.
  • Playability 22/25 - When first playing this the goal for the scenario seems understandable enough to get into it and capture those ten Relic Carts. What may be confusing is the fact players have one Villager and get attacked by wolves at the very start, making them panic and wanting to escape or somehow survive, because the do not know they are allowed to lose the Villager.
  • Replayability 15/20 - You could play this as challenge between people and competitively, but eventhough the maze changes and offers a new situation to be in there is nothing much else in the scenario to draw you back to it other than the small 4X-style feeling.
  • Balance 10/15 - The general feeling between balance seems okay, but there are a few hurtful aspects, such as the Stone Wall, which can completely ****-block you literally for the rest of the game, and corner seems to be king in this, having to be in the middle will force you on a sphere perimeter that has the option to capture the least land, being squashed against a side will give half of sphere perimeter with the medium amount of land and happening to build your base from a corner gives you a quarter of sphere in perimeter making it the easiest point to hold or where to attack from.
  • Design 20/15 - Nice. Bonus points for the usage of a modification. Nice, especially with the modification.
  • Total points - 87/100
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Group: Silver Membership
Join Date: 24 June 2007
Posted 7 January 2018 - 10:11 am
I feel like Collins Defense is a rip off of Starship Troopers map and should really not be rated higher than my map..
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Group: Standard Membership
Join Date: 5 September 2007
Posted 8 January 2018 - 11:51 pm
Icey wrote:
I feel like Collins Defense is a rip off of Starship Troopers map and should really not be rated higher than my map..

My map is completely original and I have created hundreds of triggers from scratch with the help of trigger studio. No part of my map was copied from another scenario. While the design and concept was inspired from td / defense / king resource based/ bloods/ unit spawning maps, it is entirely my creation from each part of the terrain to each trigger and created from nothing.

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