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Multiplayer Scenarios » CounterUnits

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CounterUnits

Author File Description
CrazyEngineerKid
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4
You are given 30 of the unit you pick. You then fight everyone’s units in a relatively small arena. At the end of each skirmish, the winning player gets a point and all of his or her remaining units are killed. This prevents one player from building up a massive invincible army as happens in some coliseum games. The first player to get to 3, 6, or 10 points wins. The host can pick the number at the beginning of the game. The really great thing about this game is that you are always talking to the people you are playing with, making or destroying alliances, trading bragging rights between skirmishes, etc. The key to winning the game is to not attack first; let your opponents kill each other… then come kill the remains…

P.S. This is an entry in the CSO Contest
AuthorReviews   ( All | Comments Only | Reviews Only )
ivanelterrible
Rating
3.2
Breakdown
Playability4.0
Balance3.0
Creativity2.0
Map Design3.0
Story/Instructions4.0
Ok, then I will review it now...

Playability: 4

No bugs that I have find out, the reason why I put 4 here is, that people cant chat at the beginning of the game...
Make people chat the first 3 seconds and make the black intro start at 3rd second...
Because, while people wait someone to load, they like chatting, and since the overlay text dont appears instantly and there is black intro, some noobs even resign...

Balance: 3

The scenario got a crappy balance, sure, units do counter other units, but the number of the units that appear its the problem, since every unit appears 30 each, and thats not cost effective, ex, a musketeer costs 100 resources, and organ 400, that means that in the scenario should appear 4 times less the number of organs than musketeers.

I suggest to change the numbers to this:

Lancer- 25
Hussar- 25
Dragoons- 25
Oprichnik- 35
Organ gun- 15
Halberdier- 35
Janissary- 35 or 40
Musketeer- 45 or 50
Cassador- 45
Culverin- between 15 and 20

Also, the sniper its too weak, and probably wont kill any unit while you hide from opponent... Change to a unit with more attack, like to a highland or a fusilier...


Creativity: 2

a Small arena with men appearing in it...
I have seen this many times before in a lot of scenarios...
But since its not a direct copy of em and it got its own idea and its not exactly the same I decided to give you a 2.

Map Design: 3

Too simple...
Add it more units and make the map be bigger, in overall its quite little and with just 10 men to train...
Also you can just train 1 men at same time...
I would give you a 2.5 here...
But since I gave you a 2 in balance, even though I would give you a 2.5 there... I decided to give you a 3 here...

Story/Instructions: 4

The instructions are nice, but kinda too simple, specify more, and show examples of the flag bearer moving to a unit...
Thats why I give you a 4 here and not a 5...

Additional Comments:

The scenario its good overall, but can have a lot of improvements, Which I suggested in my review. Make em (or at least some of em lol) and I will give you a higher review.

[Edited on 06/09/08 @ 07:28 PM]

matt light
Rating
2.8
Breakdown
Playability3.0
Balance2.0
Creativity2.0
Map Design3.0
Story/Instructions4.0
Playability: 3
I found this scenario fairly enjoyable, especially with four players as opposed to two or three. It's especially fun if all the players can be communicating via VOIP while playing, so as to form alliances each skirmish and, as the creator said, brag in between skirmishes. Unfortunately, the many problems in other categories and the fact that playing this game with friends over teamspeak or ventrilo is rare undercuts the playability.

Balance: 2
Balance is the main area that decreases the "fun" factor as well as the longevity of this scenario. The units chosen to be skirmish army options are fairly diverse, but horribly balanced. 30 muskets will lose to 30 of any other unit in the scenario, except culverins and oprichniks. On the other hand, 30 organ guns beat every unit except maybe oprichniks or culverins, both of which are completely useless against any other units. Like a reviewer before me said, giving units proportional to cost/pop space in the real game would help make this more balanced, but then units such as organ guns or culverins would only very rarely be used.

Additionally, the counter system itself is flawed, even if armies were proportioned according to cost. 30 hussars will beat 30 dragoons 95% of the time in a fair fight, muskets or jannisaries will often lose to either, etc.

Finally, the fact that you can see what units your opponent will create makes most of the competition in the game take place in the 20 seconds before each skirmish, as you try to wait until the last second to choose your army to best your opponent's. It's like rock paper scissors, but you and your opponent both know what you are going to build - and depending on which variation of rock you choose, scissors will beat you half the time.

Creativity: 2
This scenario has been done in the past before, maybe not to this level of "complexity" or design, but it's nothing new to the genre.

Map Design: 3
Map design is OK for what it's supposed to be, but that isn't much anyways. Ir works, and it's simple enough, but nothing to write home about.

Story/Instructions: 4
Instructions are very clear. The two things preventing me from rating this category a 5 are the fact that the instructions don't say that at the end of the countdown, you won't receive units if your flagbearer is not on a square, and the cutscene at the beginning is very long. It's cool the first time you watch the scenario, but after loading it a few times it gets very tiresome. Either allowing players to skip this cutscene (I don't know if that's even possible), or shortening it will go a long way in improving this scenario.

Additional Comments:
Overall, I don't know if this scenario can be improved upon much. Its balance problems are pretty inherent in the design of the scenario, so this may be as good as we can get. Allowing players to pick their units in secret, and having a better mix of counter units might help this scenario along a lot, but I doubt it.
Chester1
Rating
2.8
Breakdown
Playability3.0
Balance1.0
Creativity3.0
Map Design3.0
Story/Instructions4.0
Playability: 3
the game is very easy to play. The first time you play, you can provide a decent matchup to other players. My only thoughts are that perhaps it would be better if you couldnt see what other units are being made by your enemies.

Balance: 1
this balance is quite horrible. Unit numbers are out of control here sorry. And with the being able to see eachother's choices it makes it like rock paper scissors. a rock paper scissors where if the paper hides in the corner and let scissors and rock duke it out paper can swoop in beat em both at the last minute.

Creativity: 3
it is semi creative. in today's AoE it is fairly unique, however long ago.. back in aoe3 nilla days, there was a game called arena wars which was similar to this, just it had far more depth and replay ability.

Map Design: 3
standard map w/ standard features. nothing really shines here, but its not like staring at blank map either. nor does it make my retinas burn. so yea its avg, and thus avg score will be awarded.

Story/Instructions: 4
the instructions were more than enough to get the point across. a fairly simple game with simple instructions, i would liked to see more depth but it works.

Additional Comments:
rework the unit #'s available, and perhaps add some more to the game. also it might be wise to lower flag bearer LOS to that of one. and reinstate the fog of war while also adding revealers to the main arena.
MrMario
Rating
2.8
Breakdown
Playability3.0
Balance1.0
Creativity3.0
Map Design3.0
Story/Instructions4.0
My review on CrazyEngineerKid: Counter Units.

MrMario

Playability: 3

It was a better one then Speed Round: had some good idea. Would like see your own base so that you cant see the other players chose. Like rock, paper, scissors

Balance: 1

The balance is bad. Just like chester1 said. Would like to see have 2 player fightting then all of them. So that it can be fair for everyone

Creativity: 4

Wasnt the best that you could of picked out. Just like arena wars. But was very planed out.

Map Design: 4

Standared map. Didnt really put a hole lot to it. Just wanted to be done and put it in the CSO Contest.

Story/Instructions: 4

Good Opening: Wished you could have had the game be a little long

Additional Comments:
Good Job: I had fun and Love it

For New Players don’t know what attacks so I would not tell them to play this

[Edited on 06/25/08 @ 10:07 AM]

sneaky_squirrel
Rating
2.6
Breakdown
Playability3.0
Balance2.0
Creativity2.0
Map Design3.0
Story/Instructions3.0
Playability: 3
You chose a single unit for battles, anyone of the other 2 players that you were not planning to counter is trying to counter you, I give you a neutral point since I can't find a way to give you any lower score.

Balance: 2
Again you chose a single unit, the balance was quite rotten since the player with ranged units at the back could have won, no balance.

Creativity: 2
Well...I guess countering is at least something, so I give you a 2.

Map Design: 3
Organized map is good enough for a neutral score.

Story/Instructions: 3
Understandable, nothing much, I give a 3.

Additional Comments:
I didn't like the map much, one unit type per round isn't fun at all.

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HGDL v0.8.2

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Rating
2.8
Breakdown
Playability3.2
Balance1.8
Creativity2.4
Map Design3.0
Story/Instructions3.8
Statistics
Downloads:258
Favorites: [Who?]0
Size:49.30 KB
Added:06/08/08