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Multiplayer Scenarios » Wagon Wars

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Wagon Wars

Author File Description
gunner1
File Details
Game Version: AoE3+TWC+TAD
# of Players: 4

Wagon Wars



You must take the wagons spawning in your base to the centre of the map to be converted into resources which you can use to buy upgrades and other things which should keep you ahead of your rivals.

Make sure that your wagons are protected or you risk the enemy capturing them. If you have enough troops then you can use them to rob the enemys wagons or attack his or her base.

Screenshots:

The map from above

A little Battle

The shop

A players Base

Note:
*This games defualt is the short game, so I reccomend the host deletes the post

*The map should be played in FFA, If played in team then there are some bugs as listed in the readme.

Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
CSA_Kinglam excuse me ?
i know i sound very noob but how do i add the map into my game?
there are 3 foldiers name RM in my game foldier, RM1, RM2, RM3.
which one should i put the file into?
i got the asian version so i put the map files in RM3, but i cant find the map in game. help me please
thank u
oh and what is texas rms style?

[Edited on 07/18/09 @ 11:05 PM]

gunner1
File Author
My fault I added some additional stuff to the readme:


once unzipped copy the whole file 'Wagon Wars.AGE3YSCN file' to
(directory):\documents and settings\my documents\age of empires III\scenario

or your default directory

then repeat for the file Wagon Wars nano.AGE3YSCN file
scenariosonly Hey gunner1 here's a q and a.

I have downloaded many map files with age3Yscn but none of them work.

Can this work with JUST Age Of Empires III normal edition?

or do I need All age of empires expansions.

I have asked this question multiple times but I never get a certain answer. People say they are unsure.....

PLEASE ANSWER!!!!!!!!!!!!!!!!!!!!!!!!

gunner1
File Author
This scenario was built using TAD and TWC so can never work on vanilla unfortunately.
As_Saffah
Rating
4.6
Breakdown
Playability5.0
Balance4.0
Creativity4.0
Map Design5.0
Story/Instructions5.0
Playability: 5
You get a fair start and lots of strategic options so each time you play is a bit different. No lag, everything works, and games tend to be short and sweet.

Balance: 4
Starting mercenary balance is just fine, later it gets a little strange when you add additional mercenaries and people can have rather large armies camping on your money spot. I suppose that is what the tactical nuke is for, but it seems rather weak, i've managed to escape with most of my guys and wagons once I saw the red balloon of doom. Otherwise perfectly balanced.

Creativity: 4
Not very many multiplayer maps out there with the primary objective of "escort unit to area". This is a difficult objective to pull off in a fair and interesting way online, partially because once you know where you're going, you can scout ahead and maintain the advantage. This one's fun, packed with flavour, and can turn bloody in a hurry as people amass mercs and smash into one another, or delete a bunch of wagons to keep them from falling into enemy hands and giving him a victory.

Map Design: 5
I'm really pleased with how you went to the effort to make such an attractive, stylish map. It even looks sexy in the mini-map. Reminds me of a fancy hotel carpet, but with more towers and wagons and less room service. Putting the shop at the centre means I can shop, and see what's happening close to my money point in the corner of my eye. This is a big advantage over maps where you have to scroll to the side to use the shop and lose sight of the main map for a sec while you buy.

Story/Instructions: 5
Instructions are adequate, introduction is nice as per Gunner's usual care and eye for detail. The best flavour/story elements of the map are the hilarious bits of secret lolz at the Panic Button tent and silly, over-the-top weapons options in the shop.

Additional Comments: The strategic depth of this map is probably greater than it appears on the surface, and I expect it will grow in popularity as people discover all the options.
gunner1
File Author
Wow i'm amazed and really appreciate that review, I think its my favourite review i have ever recieved.


---

"Balance: 4
Starting mercenary balance is just fine, later it gets a little strange when you add additional mercenaries and people can have rather large armies camping on your money spot. I suppose that is what the tactical nuke is for, but it seems rather weak, i've managed to escape with most of my guys and wagons once I saw the red balloon of doom. Otherwise perfectly balanced."

Thanks. I allways find the balance section of the review to be scored strangly by most new reviewers who seem to think that every human player having the same means perfect balance and don't seem to take into account the balance between the different options and ways the player can choose to play the game, but I'm glad you did.

--

"Creativity: 4
Not very many multiplayer maps out there with the primary objective of "escort unit to area". This is a difficult objective to pull off in a fair and interesting way online, partially because once you know where you're going, you can scout ahead and maintain the advantage. This one's fun, packed with flavour, and can turn bloody in a hurry as people amass mercs and smash into one another, or delete a bunch of wagons to keep them from falling into enemy hands and giving him a victory."

I originally thought of the concept just under 5 years ago while playing a scenario called 'Castle blood Automatic' on AOE2. It was a blood style map and I was thinking of ways to make it more interesting than attacking a players base. I came up with this idea and tried to make it but had no idea what to do in the editor ( I was only 11) so gave up.
--

"Map Design: 5
I'm really pleased with how you went to the effort to make such an attractive, stylish map. It even looks sexy in the mini-map. Reminds me of a fancy hotel carpet, but with more towers and wagons and less room service. Putting the shop at the centre means I can shop, and see what's happening close to my money point in the corner of my eye. This is a big advantage over maps where you have to scroll to the side to use the shop and lose sight of the main map for a sec while you buy."

I never really thought about how putting the shop in the centre was a good design Idea, but thanks for mentioning it i'll remember shop placement while I design future maps.

The map design its self was the hardest thing to figure out and took ages of planning on paper to work out a viable option, it was only after changing gameplay that it really got together.

As for the minimap, after reviewing Sir_Hans's Kitty run I told him that having so much blackmap made the map boring. Then realised after that my map was just like that too :O, so quickly changed the terrian. The first thing the BETA testers said to me was nice minimap.

--

"Story/Instructions: 5
the hilarious bits of secret lolz at the Panic Button tent "

I can't take full credit here, one of them was a simpson joke ralph said ; )
-

"and silly, over-the-top weapons options in the shop."

Just put there because I had some cool ideas for god powers that I wanted to test out.

--

"Playability: 5
You get a fair start and lots of strategic options so each time you play is a bit different. No lag, everything works, and games tend to be short and sweet.

Additional Comments: The strategic depth of this map is probably greater than it appears on the surface, and [B]I expect it will grow in popularity as people discover all the options.[/B]"


I don't think this map will be perticuallarily popular online for exactly those reasons. People don't want to play (even slighly) complex scenarios, they just want to get it and have mindless fun. I myself don't find this map that fun, then again by the time i've finsished making any map and tested it i'm nearly sick to death of it.
--

Anyway as I said great review as usual. Why aren't you on the review team? you should ask moshe.
KevTheGreat
Rating
4.0
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design4.0
Story/Instructions4.0
Playability: 4
There was only one minor bug, when I defeated all of the other players, the game didn't end or give me victory status, I had to train a victory wagon and watch it slowly approach the waypoint. The only boring part I would have to say is the beginning, you train units at a very, very slow pace. Also, another tiny bug (i think) is that when you purchase the speed up for the wagon, your flag doesn't walk to the middle but they do when they purchase other stuff.

Balance: 4
The shop isn't really balanced in my perceptive, the nuke in my opinion was underpowered compared to the earthquake and super speed, as soon as someone saw the balloon they ran and split there army. The earthquake was great as it damaged everyone's bases, and the super speed helped people get out of combats that they were losing.

Creativity: 4
The map was basically a colosseum type map with wagons going to waypoints. The nuke was an interesting concept, but was a bit underpowered compared to the others in my opinion. Almost a 5 here, but decided to give you a 4 here.

Map Design: 4
The map looked great, not the best I've seen, but it looked symmetric and stylish. However, the pathways got a bit confusing for me (mainly at the beginning).

Story/Instructions: 4
Instructions were well, and the cinematic was nice, but no story :(

Additional Comments: One of the better maps out there, if you like colosseum this would be a good map for you.

[Edited on 07/23/09 @ 05:51 PM]

gunner1
File Author

I have said pretty much what I wanted to say about the map in my reply to saffahs reivew.

However I will say that I added the short game mode as the game started really slowly in normal. I think the game should start slow just like the discovery age in supremacy, it gives time for the player to establish themselves and alter some alternate gameplay to the rest of the match, thats what I think. thanks for a fair review nevertheless though.
Mitoe I swear I was going to make a map just like this, except I didn't know how to get the resources out of the wagons :P

I'll try it out.
gunner1
File Author
Hope you have fun. I imagine if you thought seriously about making a map like this you might of had trouble with the layout of base and pick-up points (as I did).

I'd be interested to know how you would have layed it out.
Pages: [1] 2 » Last »

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Rating
4.3
Breakdown
Playability4.5
Balance4.0
Creativity4.0
Map Design4.5
Story/Instructions4.5
Statistics
Downloads:795
Favorites: [Who?]2
Size:170.85 KB
Added:07/18/09
Updated:07/19/09