AOK Mini Game Competition
This thread is to supersede the original. Due to the Wolf Hunter no longer wishing to host the competition I have taken over the competition. This thread will contain a list of important information about the competition, including some very slightly altered rules. All future updates will be posted here.
This competition was set up with the idea of creating a short and simple, but hopefully entertaining and creative scenario. In the words of the Wolf Hunter:
Here are the rules the entrants had to abide by:
- The mapsize must be 25x25, the mapsize can (allegedly) be found at the Blacksmith Utilities section
- Scenarios must be finished and sent in by June 30th, email to julius749
[at]yahoo.com - There must only be one scenario
- No modpacks are allowed. For the purposes of this competition Renaissance is not considered a mod pack and may be used.
- Your file size must be under 10mb (including music)
- No team efforts, which includes partnerships, are allowed. Try looking for the Co-op Competition.
- Data editing is not allowed, but you may use AOK Trigger Studio.
- Scenarios must be finished and sent in by June 30th, email to julius749
Here is the method by which the entries were judged. All judges awarded a mark out of 20 on each of the categories below. This is because I don't think 10 distinguishes well enough and I don't like half marks. Based on these points each entry will be placed.
Map Design
Balance
Creativity
Playability
Each judge also awarded 5 extra points to the scenario they most enjoyed. This was to add extra emphasis to playability, which is what the competition was originally focussing on.
The judges were:
The competitors were:
Tlaloc
shadow06031992
The entries were:
The rather intriguing title says it all. In this unique scenario you must escape from your prison cell, persuade the guards to let you go free and quite a bit more besides. A series of fun and at times baffling riddles lie between you and freedom, and you will need all your ingenuity to regain your liberty. One of the most creative scenarios, and most tantalising music tracks, I've seen in a long time.
This entry puts you on the blood-stained deck of an Egyptian barge. Assaulted by a multitude of enemies you must use precise micro-management and tactics to come out of the battle alive - and change history. Many creative aspects, fast-paced action and one of the best renderings of naval warfare you'll see in the Blacksmith, complete with well-chosen music to fit the theme.
A series of battles requiring micro-management and planning, featuring a variety of enemies and a distinctive version of combat. The map is functional and space available plays a part in the balance. A very tricky entry that will most likely provide a challenge to all who try it.
R E S U L T S
Results from
Playability: 11
The extreme difficulty hinders the scenario here. The easy battle and impossibly hard battles both failing to be all that entertaining.
Map Design: 9
Very functional, and feeling a little crowded. I couldn't help feeling if there was an alternative for the abundance of huge blocky walls, which leave little room for nice design. Not too bad however.
Creativity: 10
I have never seen a scenario based on this theme and the idea of a series of battles in a crowded space that requires extreme precision is new. Apart from that though it's just plain combat, with boosted stats. The variety of enemies has something going for it however.
Balance: 10
The first fight is ridiculously easy using simple tactics, but the second seems impossibly hard. I got through only by liberal use of the pause key, luring my enemies one at a time (going against the idea of tackling all at once) and long-winded micro-management. This is on standard difficulty mind you. The final fight is even harder, and despite the author's words, I have to mark down for the wildly varying difficulty.
Summary: A series of small battles that is sure to provide a strong challenge for anyone, set in a couple of small arenas.
Total: 40/80
Playability: 15 (+5)
I really enjoyed this entry. Interesting and puzzling missions, the hardest 4 units of wood you'll ever chop was a highpoint. Unfortunately there seemed to be a couple of bugs. To kill the swordsman I was unable to lure him over to the house, and had to change diplomacy with him and and kill him manually. Also I felt the fight with the horsemen could have been made more interesting, rather than just commit suicide, that left a little to be desired.
Map Design: 15
The map serves its purpose well, suiting the puzzles and providing various red herrings, as well as being quite nice to look at. It wasn't stunning but it was very passable.
Creativity: 18
Although the theme of prison is moderately creative in itself the entry really shone here with the puzzles. Although one of them is marred by a bug the puzzles still excel in this aspect. The small amount of combat too was unusual and quite interesting. Winning the final fight resting on the player discovering a simple, but deceptive, mechanism.
Balance: 17
The balance here is not really in the risk of losing, except for the final fight which required a couple of reloads, but in the difficulty of the 'riddles'. Suffice to say I spent over a minute trying to outwit the fleeing tree before finding the solution. I would rate it higher, but the bugged swordsman quest affects the balance and the quest for the relic was also too simple.
Summary: An amusing set of riddles and puzzles to tax your ingenuity. The creativity makes it. Don't let the title fool you, the text is both interesting and comprehensible.
Total: 65/80 (+5)
Playbility: 18
A fast-paced and chaotic battle aboard a barge. This is entertaining and is spoilt only slightly by a couple of irritating things, like the cramped space that limits tactics and the infuriating movement of the enemy boats. How can they be continually unloading dozens of troops when they're writhing about so much that my catapault needs fifteen shots to hit them?
Map Design: 17
A creative rendering of a large barge, complete with sails, prow and mast. Although the effect cannot be called realistic it is certainly interesting and effective. The incongruous palm tree can be explained away as some sort of large ornament or similar. However the design feels a little messy, with many small Renaissance units used.
Creativity: 17
The premise is extremely creative, a naval battle aboard a barge. However apart from this and a few touches such as the use of units and their description (Greek Fire ships, slave hatches, leopard) the entry is not all that creative. Your standard defend the spot scenario, with attack gained by a central 'banner'.
Balance: 18
I thought this was excellently balanced. Standard was a cakewalk, moderate provided some challenge and hard was difficult, but seems more or less possible.
Summary: A slightly improved version of the scenario that is available on the Blacksmith. A short and challenging battle aboard an Egyptian barge. Backs to the wall type stuff.
Total: 70/80
Results from
Map Design: 11
Playbility: 12
Balance: 10
Creativity: 16
Total: 49/80
Map Design: 17
Playability: 16
Balance: 12
Creativity: 16
Total: 59/80
Map Design: 14
Playability: 16 (+5)
Balance: 13
Creativity: 18
Total: 61/80 (+5)
Results from
Map Design: 10
Alot to be desired, though it can be seen that the creator made an effort, however basic mistakes were made.
Balance: 12
The way the fights were done, i felt the battles went on to long; too many hip-points, and to reduce damage, I found I had my men attacking with one being used as bait running around, and this lead battles soon got tiring,. It was balanced, but more range in terms of better battles, allowing of stratgery and varying difficulties(like lowering your team's stats on harder levels to make battles harder)
Creativity: 12
Using another story is not very creative, however, this could of got a high score. The problem is the basic idea, the arnea style deathmatch is not that interesting, I was expecting mabye a mini-rpg, with some interesting fun elements when I saw the name of this scenario, I was disapointed.
Playability: 13
Playable, but was onyl fun for the first few minutes, battles soon got tiring and some elements didn't engage me enough as a scenario should of.
Total: 48/80
Map Design: 15
Some parts were good, but a fair few bits were left bland, plus the Prison which was meant to be in doors looked nothing like a prison
Balance: 14
A balanced with various ways to achieve tasks, however the level of difficulty just chnages it so you do not have free control over which order you do missons
Creativity: 17
The ideas of prison breaks have been done before, likewise puzzles, but I thought the puzzles were well implemented. The moving tree puzzle was a great idea, superb one! It was a slight shame that the other missons did not live up to this
Playability: 17
A good pick-up-and-play map, though the basic idea and story was very simple the way it was exucuted made it fun to play, though some parts were not as fun as others.
Total: 63/80
Map Design: 18
he creator has clearly put great effort into making this look like a ship, and it was very well done and convincing.
Balance: 16
The scenario was well balanced, with diifuclty changes
reflecting gameplay, plus though it wasn't that hard to win at lower levels, it was still fun, and the harder levels gave a challenge and good sense of balance and enjoyment
Creativity: 18
I've seen avrious ideas like this before, as in ships being made out of farm foundations, defend the point etc., but the way it was all played together and in such a setting was interesting. The historical topic was interesting and had hardly been tried before, so the use of axemen and other units to try and show eygptian units was very wlel done.
Playability: 18 (+5)
A very playable map, great fun on all sections, and the style of the ship made for interesting battles and fun throughout.
Total: 70/80 (+5)
W I N N E R
As you can see from the scores above Sword_of_Storm (Jatayu) wins a resounding first place for his excellent
Second place went to the very admirable
Also winning favourable comments from Lord Basse in particular was
Thank you to all the contestants the judges for sending in your entries and scores promptly and without a hitch, I can truly say that I imagine hosting this contest was a lot less stressful than the majority out there.
[ All_That_Glitters | Pretty_Town_Contest | Other_AoK_Designs | AoE_Designs ]
Member of Stormwind Studios
[This message has been edited by Julius999 (edited 07-07-2007 @ 05:19 PM).]