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Single Player Scenarios » Age Of Heroes II Odysseus

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Age Of Heroes II Odysseus

Author File Description
Dope
File Details
Screenshot:
Version: AoM
Dope presents...

Age Of Heroes II - Odysseus


The saga continues...fisherman's son has grown up. He never found out what happened to his father and he just accepted the fact that he's probably dead. 22 years have passed since his father had gone missing. He's now almost forty, he lives with his old mother and works as a farmer to earn his living. But an earthquake is about to destroy his world and his adventures are about to begin.

Features

-old school~new age scenario design
-over twenty quests
-world that slowly changes as you comlete missions
-storyline focuseds on the hero and his transition from his old life to a new one
-realistic word with a lot of eyecandy
-this scenario is one of Age Of Heroes II official scenarios

This scenario takes you back to the basics of scenario design. The gameplay is very similar to Age Of Heroes Arkantos but with less walking this time. You'll have to work for money and transportation. In the begining you'll get low paid jobs but as you gain experience the missions will slowly become harder and you'll need improve as a fighter in order to complete them. The story is suposed to show you a new begining of AoH trough the story of our hero who leaves everything behind and starts all over... It's up to you to lead him beyong the horisont and to build a new world...
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Story_Master This is Very Enjoyable! I probably have all your AOH and your Fan! I hope you make a Sequel and Prequel!
Your Imagination is very Intresting!
Story_Master Playability: 5
(I loved how you created the many good Effects!)

Balance: 5
There was Decent Fighting and Missions the boat part was very smooth and Easy-going, No lags!)

Creativity: 4
(The Buildings in your Town was very good, i liked how you made the Town bigger every time you completed certain tasks.)

Map Design: 5
(The Map Designs was very Intresting, as the Cliffs and Trees gave the Effect that you were like in a maze!)

Story/Instructions: 5
(The Story was very Detailed and Written,I'm very intrested what happens in the Sequel, i also like the Smart remarks from the Villagers as you walked by, Hilarious!)

Additional Comments:
I am very Eagar for the AOH2 Campaigns! :)

[Edited on 07/30/08 @ 03:30 AM]

Hot Sax
(id: OmegasRage)
=0 It looks like it's for Vanilla. Yay!
PurpleWorm
Rating
3.6
Breakdown
Playability4.0
Balance3.0
Creativity3.0
Map Design5.0
Story/Instructions3.0
Playability: 4
Long enough to develop a complete storyline, short enough for a single play. Unfortunatly there was alot of busywork, I felt like I experienced quest after quest after quest that didn't really enrich my experience. In fact I would go so far as to say the quests that accompanied the storyline were so bland and useless that I almost stopped playing a couple of times. In the future I would suggest more sidequests that push the story further, along with detailed cinematics and interesting dialogue rather than "grind" missions and objectives.

Balance: 3
The beginning was balanced enough, all objectives that involved killing while you were an archer or villager were very balanced. Usually, you were forced to go to a nearby priest to regenerate, or face death. Unfortunatly, thats where it stopped. It was impossible for any other creature to kill your character once he "heroized", which is why I knocked down your balance rating.

Creativity: 3
Average Creativity. Busywork is nothing new, long scenarios don't equal good creativity ratings. I would have preffered if you had put more time into each quest adding twists and turns and made the scenario shorter, than have 20 quests, all of them simple. The eyecandy is creative, and the storyline is alright, so I gave you an average rating.

Map Design: 5
Excellent eyecandy. The trees were hand-placed (I love it when designers do that), you had minor touches alongside the path with some terrain mixing that really added to the experience (rocks, grass, etc) and you had things here and there (the shrine in the orange village, the knocked over gravestones)that made this scenario enjoyable to play.

Story/Instructions: 2.5
OK Story, Mediocre Dialogue, OK Instructions. The story was alright, although I would have liked to see a longer intro, made into a cinematic of course. Having the town slowly improve as you added to it made it seem more real, and the missions were easily followed. The dialogue on the other hand.... blech. Typos were everywhere, and that thing where you were to lazy to delay send chats so when a mission completed 5 characters talked at once was very annoying. You had a few funny comments in there, such as the egyptian oil prices, but overall the characters talking detracted from my experience. And what was up with the main character's name being I? The objectives were done very unprofessionally, they were almost all one word blurbs, with the hints being (possibly in majority) gramatically incorrect. And the annoying thing was I almost always had to check them, as you could almost never understand precisely what you were supposed to do next, and of course with 20 quests the objectives were updated constantly.

Additional Comments:
Meh, considering the other work you've released, this wasn't as amazing as the other reveiwer highlighted. Sure, it's worth a download just as a progression scenario keeeping in mind the big picture of AOH, but you could have certainly spent more time on this. Just being honest here.
rlpLeYs
(id: TriggerGuy)
I hate age of heros, but this was actually quite good. :O
Milkman Matty
(id: Khan And Steak)
Story_Master, your review has been retracted because it do not comply with AoMH's Review Guidelines.

Read the Review Guide lines found at the top left corner of the page or at this location;

http://aom.heavengames.com/reviewguide

The main reason that it was taken away was that it was too short, strive to make it around 3 lines minimum.

Read up on them and I won't be bothering you again :D ~ Khan

[Edited on 07/30/08 @ 03:32 AM]

Dope
File Author
Thanks Story_Master..there's already been a prequel to this. This is sequel to Age Of HEroes campaign.

@OmegasRage Every Age Of Heroes scenario I've released or will release is/will be for Vanilla.. there's just not enough interesting stuff in TT to make it TT only.

@PurpleWorm Thanks for the review..though you could have been more generous with them instructions.. I mean who's got the time to make every chat appear after a sec or two when there's probably over 60 chats in there and they'd require 60 new triggers..But you made it up with 5 for design, I'm glad you've noticed those hand placed trees..

[Edited on 07/30/08 @ 04:31 AM]

PurpleWorm You didn't even need to create seperate triggers. Adding conditionals inside the triggers with timers would have been fine. It's just that I found it very hard to read each characters message in sequence before it disappeared off the screen, not to mention that it's very unrealistic when all 2 or 3 characters talk at once. If you had delayed the messages, and fixed all spelling errors, I would have gladly made that rating a 4 or 5.

[Edited on 07/30/08 @ 08:26 AM]

Dope
File Author
Allright then, just for you..In my next scenario I'll make the chats perfect and as correct as possible though I can't promice perfect grammar.
pharoh_elite
Rating
2.6
Breakdown
Playability2.0
Balance1.0
Creativity3.0
Map Design4.0
Story/Instructions3.0
Playability: 2
Initially, this scenario had great potential to be a highly playable scenario. Unfortunately, it didn't live up to that potential. The key problem was that it just wasn't exciting enough to play, and the number of gameplay bugs forced me to, in the end, quit the game.

Firstly, the inanimacy of the scenario brought your score here down. The units simply stood apparently workers of different tasks but not moving an inch. You needed to add a 'life' factor to the scenario by making the units move around, appear to be performing tasks, going home to their houses at night (I shall disucss the day/night cycle later). It's all well and good saying "who's got the time to do..." but if you wish your scenario to be of any decent quality, you make the time. It's these additional features that bring playability into the 4s and 5s.

Secondly, the tasks and storyline was uninteresting. I felt like I was venturing around performing very basic and generic task that had very little consequence. I would have like to see more results from the tasks I was performing. Perhaps add more interesting ways to complete the tasks given. If, for example you need to collect 150 gold, don't make it as simple as mining for 150 gold, perhaps there is a way you can get the money by performing other tasks. For an RPG, it was incredible how little centrality money (or gold) had in the scenario. In addition, the plot seemed very disconnected. Each tasks didn't really link to the next and there was so really 'cause' behind it all.

I also want to discuss your use of the day/night cycle. To me it seemed you just included it because it would look good. There was no purpose to it; indeed it just caused visibility problems during the night times. If you had to retore your stamina or the villagers went home at night. Or if there were some things you could only do at night then the day/night cycle would have been a nice addition. There was none of this however

Balance: 1
The balance was unfortunately volatile and defective. Initially, the game was balanced enough, however, in the mining mission, your archer was far too under powered. The enemies could easily kill you, even with the assistance of the priest. Perhaps you could have included a way to temporarily increase your fire power, a sub-task that involved you having to help the blacksmith or a similar task.

As soon as you entered the Odysseus form, however, the balanced flipped to the other side. He couldn't be killed. Inability to be killed in the majorily of the scenario is the main reason the rating was so low. If you can't die... where's the challenge?

There were several bugs throughout aswell. Forest animals kept getting in the way, which is very frustrating having to wait twenty seconds for them to move. When I killed the bear leading up to saving the woman from the wolf, he blocked my path so i had to wait over six minutes for its body to decompose. The Kracken also moved out of line of sight so was impossible to kill.

Chats appearing at the same time was frustrating aswell. Apart from it being unrealistic, it made it difficult to read. Can I ask why your character was titled 'I' in the chat, that seemed an odd pronoun to use in my opinion. I also couldn't tell who was speaking to me half the time. Perhaps use the flash command so you always know who the dialogue is comming from.

Creativity: 3
As I said earlier, the scenario was generic. It was interesting, it reminded me of scenarios made 3 or 4 years ago when the RPG craze was just beinning. Because this is more of a throwback than a creative innovation. It can't get any higher than a 3.

There were some creative points however. I really liked the escorting of the cart of gold to the town-centre. This task could have been expanded to be much more interesting however. Likewise I liked your inclusion of walkable forests. None of these were, however, new concepts and when there's over 1000 single player scenarios in the download section, you really need to be being more creative with your gameplay and storyline.

Map Design: 4
The map design was very good. It was naturalistic and believable. I liked your construction of the temple and the graveyard. You missed out of the 5, however, as there was nothing 'awe-inspiring'. The eyecandy was good but not brilliant. You could have constructed a beautiful living town with building overlap and streets, gardens, parks, civic centre's etc. this would have given you that final point.

Story/Instructions: 3
There was no real 'story' as such to this scenario. It seemed to be hinting at a story throughout but there was no really beginning, middle and end, nor a cause and effect of events. Events appear to happen all of a sudden for no reason, which is fine to a degree but is confusing and unbelieveable when used throughout.

The intructions were basic. At time I was a bit at a loss as to what I had to do, especially when finding the temple where I fought polythemus. This confusion brought you down.

Additional Comments:
Overall, the scenario had potential to be a high 3 or low 4 rated work, however, it wasn't delivered. You need cut back on proliferation and increase in innovation and quality, this will bring the scores of your scenarios up. The ability is clearly there, your just not exercising it.

[Edited on 07/31/08 @ 06:22 PM]

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Rating
3.7
Breakdown
Playability4.0
Balance2.3
Creativity3.8
Map Design4.8
Story/Instructions3.8
Statistics
Downloads:1,338
Favorites: [Who?]0
Size:243.84 KB
Added:07/29/08
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