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Topic Subject: Shilmista - The Era of Rainshowers Released
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posted 19 September 2003 11:07 PM EDT (US)   
After much delay, Shilmista has been released. Look for it under single player scenarios: http://aom.heavengames.com/downloads/viewinfo.php?id=1696

Here's a tidbit:
Grappling onto the cliff-side, you can hear your undertakers below. Your biceps strain, and you pray they don't have enough sense to look up. You sense them looking about, surveying your once small yet profitable fishing business. They shrug, seemingly disappointed, and walk back to continue looting with their compadres. A zephyr comes from the west and lets you know you can get down. You hit the mix of grass and dirt and return to the bush you had been at but five minutes ago. You grasp the handle of your sword. The blade glistens in the falling sun. Dusk will soon be upon you. You pick a handful of berries and stuff them in your pouch. Traversing the hill in which you had previously been clutching, you survey the land before you. The Syrus River flows in its majestic way, toward the east. Further on, you can make out the dull outline of Grainsport. That is where you will start anew. Little do you know, the world, Shilmista, that houses Grainsport and its neighbors has a dark underside, in which you will stumble upon in due time.

Story
The story begins simple enough. You take up the role of a mild-mannered merchant who owns a small, yet profitable, fishing business on the Island of Clearwood. One day, bandits ransack your business; however, you are able to make it out without being detected. Your goal is to get the Grainsport and to become more of a handy-man, delivering packages, escorting people to various places. Your combat skills, however, do not go unnoticed, and you find yourself being called upon the military officials of different towns and cities and asked to go on daring adventures. You soon realize, though, that the most daring adventures are brewing right under your feet.

Features
350+ Triggers
RPG style play
16 missions plus a side mission
Detailed map design
About 10 months of work (November 20th - September 19th)
An intro movie done by Kumar Shah


Thank you for your support.


Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau

[This message has been edited by Byzantine_Warrior (edited 09-20-2003 @ 02:08 AM).]

Replies:
posted 19 September 2003 11:35 PM EDT (US)     1 / 39  
Awesome I'll feature this in the download spotlight on wedensday

CheeZy ex-HG Angel
WildFire Games - Artist, Lead Scenario Designer, Game Designer for 0 A.D.
"But really, stop fighting and listen to CheeZy when he says use good grammar." - Phantom_rider.
----Stuff I've Made----
posted 20 September 2003 00:13 AM EDT (US)     2 / 39  
I seem to have encountered a rather fatal bug, upon completing the Zofia mission (mission 4) I am constantly defeated for no apparent reason after the cinematic fires. Other then that, the scenario is rather impressive.
posted 20 September 2003 00:33 AM EDT (US)     3 / 39  

Great

Hopefully the cinematic is as good as the scenario.


Can you do the Double Yoda?
A sexual move, where you do a double backflip, insert your penis into the orifice of choice, and scream, "Afraid are you?"
posted 20 September 2003 01:35 AM EDT (US)     4 / 39  
Fixed it, thanks Intrepid.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau

[This message has been edited by Byzantine_Warrior (edited 09-20-2003 @ 01:42 AM).]

posted 20 September 2003 09:26 AM EDT (US)     5 / 39  

Quote:

Fixed it, thanks Intrepid.

Did you upload the fixed version?

I'm downloading it now..bet it'll be cool.

EDIT: I'm just curious, how come it took you 10 months? I played it and its great...one of the best on AoMH..but it doesn't really feel like 10 months work. Did you do like 30 min a week or something?

Anyways, nice scn. Might review later.

[This message has been edited by Gaurdian_112 (edited 09-20-2003 @ 12:14 PM).]

posted 20 September 2003 12:55 PM EDT (US)     6 / 39  
It IS ten month work. It might seem that a two month work is only as good as a two day work, but that's quite an illusion. Besides just making the map would require constant testing, which takes time, fixing of bugs which could take several tries, and the early develop stage, etc... and look at how many triggers there are, and they are not repetitive ones mostly.
If this were done 30 min per week, I can assure you nearly 100 bugs.

So i think this map well worthed the time, good, actually I'll call it great job done

[This message has been edited by battlestar000 (edited 09-20-2003 @ 12:59 PM).]

posted 20 September 2003 01:14 PM EDT (US)     7 / 39  
Basically, I began on November 20th and while I had some days I did not work on it, there were time where I'd stay up until three or four in the morning working on it. It also depends how much you've played thus far. It should not be judged until you've finished it.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau
posted 20 September 2003 02:00 PM EDT (US)     8 / 39  
Sounds great, I'll give it a download.

Adder |
"I would like to wonder if Adder always acts like a stuck up asshole?" - Coldviper
posted 20 September 2003 09:25 PM EDT (US)     9 / 39  
I am having same problem as intrepid.... How can I get the fixed version?
posted 20 September 2003 10:33 PM EDT (US)     10 / 39  
Well, I reuploaded a new version and I believe I fixed the problem. Not sure why it wouldn't work.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau
posted 20 September 2003 11:22 PM EDT (US)     11 / 39  

Quote:

Basically, I began on November 20th and while I had some days I did not work on it, there were time where I'd stay up until three or four in the morning working on it. It also depends how much you've played thus far. It should not be judged until you've finished it.

I said it was cool:P. I liked it! I would give it a 4/5...

I played for some while than saved it, I'll continue later.

For some reason I can't review any files btw, get an error, stopped trying.

posted 20 September 2003 11:33 PM EDT (US)     12 / 39  
After I save that lady accused of witch-craft, no new missions pop up, and there's no new objectives! What do I do?

The thunder god went for a ride, upon his favorite filly,
"I'm Thor!" he cried,
his horse replied:
"You forgot your thaddle, thilly!"
posted 21 September 2003 00:36 AM EDT (US)     13 / 39  
Wow, I was just gonna say that!
posted 21 September 2003 00:59 AM EDT (US)     14 / 39  
That, I beleive, is a problem with AoM. After saving you lose all techs and the triggers stop working. Nothing I can do.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau
posted 21 September 2003 01:17 AM EDT (US)     15 / 39  
Oh darn
posted 21 September 2003 06:27 PM EDT (US)     16 / 39  
So are there supposed to be more missions after the witch-craft one? Because I noticed that the techs get reset after each load, but the triggers worked properly up till that one mission...

One day, I was sitting in the park wondering why the frisbee was getting bigger. And then it hit me...
ESO: NoFx__Genesis, HellsPoloTeam, DeathByAutopsy
posted 21 September 2003 07:30 PM EDT (US)     17 / 39  
Man, very sorry everyone. Fixed it again. *shakes head* Never again. Also, let us know how you like Kumar's Intro. It is extremely well done. Thanks for your patience.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau

[This message has been edited by Byzantine_Warrior (edited 09-21-2003 @ 07:31 PM).]

posted 21 September 2003 07:31 PM EDT (US)     18 / 39  
I think triggers don't go bad after reload... So i tested that last night and triggers should work after reload (generally).

Never mind, since u replied just before me

[This message has been edited by battlestar000 (edited 09-21-2003 @ 07:32 PM).]

posted 21 September 2003 11:36 PM EDT (US)     19 / 39  
You fixed it? So if I download it again it'll work?

The thunder god went for a ride, upon his favorite filly,
"I'm Thor!" he cried,
his horse replied:
"You forgot your thaddle, thilly!"
posted 22 September 2003 02:49 AM EDT (US)     20 / 39  
download it, check when it's last modified (right click icon, properties): if it's today or yesterday, then it probably works.
posted 22 September 2003 12:59 PM EDT (US)     21 / 39  
Tried it, still not working

The thunder god went for a ride, upon his favorite filly,
"I'm Thor!" he cried,
his horse replied:
"You forgot your thaddle, thilly!"
posted 22 September 2003 04:10 PM EDT (US)     22 / 39  
Alright, hopefully the last time I reuploaded it. For those of you who already have downloaded it but do not want to download 6.5 megs again, go to the link in the readme and the scenario itself is there. Thanks for you long lasting patience, I shouldn't have released it buggy.

Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau
posted 23 September 2003 07:19 AM EDT (US)     23 / 39  
I've played up to the casting of the healing spring. I appreciate that in AOM Scenario editing, there's the laborious, time-consuming task of testing and triggers take a while to get right, too, and I won't comment on the ten month production time. Besides, it matters how good the scenario is, not how long it took, right?

Well, I understand you've worked hard on this, and it is a nice scenario, so I hate to be the first to put in anything negative. Nevertheless, someone has to point out those little things. I say all this with the best of intentions, and I have no desire to flame or discredit you in any way - I have nothing to gain from it, in any case.

- the intro movie has the fishing ship near the edge of the map. I think it's a convention in RPG - or RPG-style scenarios - that loss of immersion, the sense that you are in that virtual world, is detrimental to gameplay. Well, I was interested with the cinematic until bang, I see the river flow into black nothingness. Perhaps a forest buffer would have been nicer.
- the beginning dialogue is a bit clunky. The "let's go then..." part of the bandit dialogue was, well, self-explanatorily silly, and the "as years of his work.. time to start fresh" part loses your sense of sympathy at the merchant, because the dialogue takes the tone of, "hey, look, ten years of work gone, so? lets just start again", instead of a brooding on the tragedy.
- why was the merchant standing tall in a plateau visible to every squirrel in a kilometre radius when bandits size of a small army were attacking his business? simple elevation tweak and pitch could have had us look from his viewpoint, only the head showing over the undergrowth or the elevation. I liked the scattered tree style, and of course one cannot be excessive on eye candy, but as far as I've gone in the scenario, nothing awe-inspiring or innovative in graphics, i'm afraid. nice touches here and there, though.
- you probably overlooked this for gameplay reasons, but i was left wondering how a merchant with no guard or servant for his business could afford a myrmidon gear and had the martial expertise to dispatch two spearmen. I presume that the merchant had previous experience as a soldier.. if so, we could have known that.
- Was it really necessary to have dialogue go in the objective screen? Triggers sending chat messages by normal chat or by blue text boxes, triggering condition: timer effect: chat dialogue to follow would have allowed a more realistic chat, with opportunities for replies. I remember in AOK that I, and many others, used this to have even three-way conversations with one of them departing early, and it did not require major trigger work. I presume that you simply overlooked this possibility - perhaps for next time.
- I had no idea why a merchant could pay for a healing stream. A healing stream that can bring a near-dead man back to full health. Pocketable, like dragonball z.

Most of these points of course relate to immersion and plot, and I will definitely keep playing to see if you throw off these negative elements, but I just think that the start of the scenario is a tad clunky. I understand that perhaps your skills increased as the scenario went on, though.

All this is IMO, though I've found others who agree with me. This isn't a case put forward to bash your work, but suggestions; If you feel that someone who hasn't yet published one scenario in AOM, and hasn't spent 10 months on the editor, can't tell you things, go ahead and ignore the post, I'm okay with that. I'll try the rest of the scenario in the near future, but this is simply my suggestions and comments for now, if you value it. If not, skip to next post.

posted 23 September 2003 11:12 AM EDT (US)     24 / 39  

The fishing ship part was there to in a sense show his arrival after fishing at the dock.

Quote:

the beginning dialogue is a bit clunky. The "let's go then..." part of the bandit dialogue was, well, self-explanatorily silly, and the "as years of his work.. time to start fresh" part loses your sense of sympathy at the merchant, because the dialogue takes the tone of, "hey, look, ten years of work gone, so? lets just start again", instead of a brooding on the tragedy.

I don't think before playing the whole campaign it would be a good idea to comment on some dialouge parts or the intro parts.

About the merchant standing on the peak, remember the intro is not in first person mode. It is more of a narrator style, and moreover, elevation enough is good to hide someone from bandits.

The merchant was in myrmidon gear from that start of the game, intro. When designing some scenarios, we do away with explaining everything.

The healing spring part is important in the scenario, because at the moment in AoM thats the easiest way to provide healing for a unit. Also, it has some more uses you will encounter as you play along.

Also, the intro isnt made by Byzantine Warrior but is made by me.


Can you do the Double Yoda?
A sexual move, where you do a double backflip, insert your penis into the orifice of choice, and scream, "Afraid are you?"
posted 23 September 2003 03:27 PM EDT (US)     25 / 39  

Quote:

- you probably overlooked this for gameplay reasons, but i was left wondering how a merchant with no guard or servant for his business could afford a myrmidon gear and had the martial expertise to dispatch two spearmen. I presume that the merchant had previous experience as a soldier.. if so, we could have known that.

I should have mentioned something, however, there is a reason why he is so well in combat, which in somewhat revealed at the end of the scenario.

Quote:

Was it really necessary to have dialogue go in the objective screen? Triggers sending chat messages by normal chat or by blue text boxes, triggering condition: timer effect: chat dialogue to follow would have allowed a more realistic chat, with opportunities for replies. I remember in AOK that I, and many others, used this to have even three-way conversations with one of them departing early, and it did not require major trigger work. I presume that you simply overlooked this possibility - perhaps for next time.

See, this is what ticked me off, not you're comment, but in the editor. I played EE, designed for it, and the text boxes there were great. You could have any amount of text in there and it would scroll down. Now obviously you know there is a limit to the amount of text you can have in the chat mode, and I was unwilling to make ten different triggers to display the conversation when I can put it in one place, and also leave it there as a reminder to the player. I can see what you mean though, it is just a lack of interest of putting in, IMO, unecessary work for text.

Quote:

I had no idea why a merchant could pay for a healing stream. A healing stream that can bring a near-dead man back to full health. Pocketable, like dragonball z.

I'm not quite sure what you mean... he recieved the healing spring as an upgrade for completing the first piece of the scenario. It does say, "You leveled up!" That's the only leveling up area however.

Thank you very much for your comments, critizism is very helpful. I hope you have fun with it should you play to the end.

Also, not to bust anymore on AoM, however, it isn't the best editor for making RPG's.


Byz
Tsunami Studios
"People are born to succeed, not fail." - Henry David Thoreau

[This message has been edited by Byzantine_Warrior (edited 09-23-2003 @ 03:31 PM).]

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