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Author |
File Description |
Ninja3001 |
Posted on 12/16/05 @ 02:47 PM (updated 12/23/05)
File Details |
Style: |
Mix |
Needs AoC?: |
No |
Intro:
The year is 3030, the machines have destroyed the humans on earth and gone to mars. The absolute domination of the entire Universe has begun but there's nothing left to conquer. Or is there...?
Take control of Cyborg & machine forces and defeat the humans and Aliens across the galaxy. And learn a secret that will cause the entire galaxy to fear one person.
(demo version)
note: you only fight against the humans in this Demo.
By Ninja3001 & JCGF
Good sequel to THE CYBORG |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Ashrzr (id: normandy887)
Staff |
Posted on 12/26/05 @ 11:33 PM
Playability: 5
The playability is excellent. I felt like I was in the action and there was a lot to do. This scenario really forces you to take different strategies to complete it.
Balance: 3.5
Balance was good. It was pretty much realistic when you had to kill small forces. It was challenging but you could do it. I don't think you have to really work on it.
Creativity: 4.5
Probably the best along with playability. It had a good storyline, and the trigger work was really nice. I have a feeling you know how to design scenarios and come up with good stories.
Map Design: 3
The worst done here, I guess, but I'm pretty pushable with map design. You might have put some effort into this, but most people do not do very good in this category. I would feel good the other assets of this scenario make up for the map. You did pretty good I guess... just not realistic.
Story/Instructions: 3
S T O R Y
The story was good. Like I said before, you have a good talent, allowing you to be creative and imagine some nice trigger ideas. I would work on making the player more developed into the characters. It helps the player try to make your characters survie harder if they like them more.
I N S T R U C T I O N S
The instructions weren't really that great. I realized what I had to do, but it took me forever to figure it out. I would work on telling the objectives one-by-one, as you go on. And the C-18 and C-20 find out how they have to do the objectives as things happen to them.
A D D I T I O N A L C O M M E N T S
This is overall a good scenario. You have the good (better than basic) elements of a scenario, but I would just work on the things I went over and you can make a good campaign. Please, make a good campaign. I already can't wait to play it!
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Mk101 |
Posted on 12/27/05 @ 09:21 PM
This is a build and destroy scenario where you must lead the machines to victory against the humans
Playability: 3.5
I gave this score , because basically the tasks were too simple-you know just destroy the enemy base(time machine).But there were subtle things which improved gameplay like the Power station,unit renaming and graphic scale increase.Cinematic requires to be a bit more professional(.5 points deducted for cinematic).Try to rotate the camera when the characters are talking you know very slowly like 46 speed.And what's the deal with the end scene?Molly Ryan appears out of nowhere and there is no text explaining what information the last scene is suppose to present
Balance: 5
This is perfect.I had to try a couple of times to destroy the enemy base.
Creativity: 3.9
Idea was creative and map design exceptional.The whole idea of a power station powering towers and aa guns were pretty creative.I liked the way you made the attack of the towers to 0 attack.Things like this make a scenario creative.However you could further develop the scenario by adding click to talk system-you know when you click some unit it talks.
Map Design: 4.5
Map design was good and realistic.However maybe a little eyecandy won't hurt-you know like logs,ferns,cattails etc.You will find these in the world player resources
Story/Instructions: 4.5
Story seems to be good and instructions were clear
Overall:4.2
Well done jcjf and ninja.
Since I reviewed your scenario, maybe you could do a review on my one(Richard the Lionhearted)
Additional Comments:
A good scenario with a few flaws.If the last scene is fixed and the cinematic at the start is made more professional , I don't see why I won't give a 5 for playability.:-)
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Intrepid (id: iNtRePiD) |
Posted on 01/08/06 @ 05:33 PM
The Cyborg II
The Cyborg II is a futuristic thriller where you take control of 2 cyborgs, C-18 and C-20 and guide them to victory over the humans who are attempting to repopulate earth. The scenario starts with C-18 and C-20 crash landing in the former Russian Federation. The two cyborgs have returned to earth in order to seek help from their fellow machines as an alien race has attacked and destroyed the machine outpost on Mars. However, when they arrive in St. Petersburg, they are startled by the news that the humans have constructed a time machine that is enabling them to reforge the fabric of time in order to take Earth back from the Machines.
This scenario mostly deals with a battle between the machines and the humans. For the most part the scenario follows the standard “follow the path to the objectives” approach. Eventually though, the scenario transforms into a pseudo base building game.
[Playability]
At the beginning of the scenario, when you are only in control of C-18 and C-20, I felt as if their HP could have been replenished a little faster. In one of the initial skirmishes, C-18 became rather badly damaged to the point that I needed to stop to wait for some of his HP to replenish. This took a really long time; while I was waiting I went and made a sandwich. Your enemies in the scenario deal a lot of damage rather quickly; having C-18 and C-20 regain health at a faster rate probably wouldn’t hurt the balance in the scenario.
The base building portion of the scenario was interesting as the author imposed several restrictions on the player, in order to force them to concentrate on certain units. Unfortunately, when constructing my army I used up all my food rather quickly, all of your other resources can be replenished, except for food, which is slightly annoying, as most of the best units require food. If this was meant as a balancing feature I found it too hard. I am not deducting marks for this, but I found it is rather strange that an army of machines requires food to survive.
Unfortunately, this scenario has a lot of cinematic problems. Several of the cinematics failed to go into cinematic mode while playing out, while others went into cinematic mode and did absolutely nothing once there.
[3.8]
Playability Improvements
- Fix the various broken cinematics
- Have the Cyborg heroes regenerate faster
- Give players the ability to harvest food
[Balance]
I found this scenario a tad on the difficult side, mostly because I made a mistake when trying to destroy the power station necessary to deactivate the plasma turrets. Instead of mobilizing all my forces and charging at the station, which is what I should have to done, I snuck up to the station using Hyperions and destroyed it without losing a unit. However, by taking the time to sneak up to the station, I allowed to humans to build a lot of military units. This made defeating the humans in the end rather difficult, as despite the fact that I had destroyed the power station, I still have to level the city it was in because it was producing a lot of planes that were harassing my army.
In the end I felt I somewhat won by cheating. I moved several of my Centurion tanks as close I as I could get them to the time machine, and then I let the enemies nuclear bombers destroy my tanks, which also ended up destroying the time machine. At this point in the scenario I was out of food, so I couldn’t construct any more citizens to harvest resources for any kind of an army.
[4.3]
Balance Improvements
- I don’t think the humans should have citizens as it lets them spread across the map like a virus
- When the power station is destroyed, that entire city should go offline
[Creativity]
This scenario had several fairly creative aspects. I particularly liked the part about having to destroy the power station to disable a series of powerful plasma turrets. All in all though, I did not find this scenario especially creative. Path following and base are fairly standard types of scenarios, this scenario did some creative things. But I felt simply running into bunches of units on a path was lacking.
[3.9]
Creativity Improvements
- Do something to spice up the path following and base building sections
[Map Design]
The map design in this scenario was okay, but not spectacular. The author did a nice job of constructing St. Petersburg and the city housing the power station. But the other human city felt like it was thrown together a little quickly. Some of the wall corners do not connect, which allows units to pass through and the centre of the city is dominated by large clumps of the same house.
There was some terrain mixing in the scenario, but not a lot. I understand that most of the scenario is snow so not a lot can be done to mix up snow. But the paths, and the city landscapes could be altered. The terrain mixing in the cities and the paths felt monotonous.
[3.5]
Map Design Improvements
- More terrain mixing
- Fix up the main human city
[Story/Instructions]
English is not the first language of the author of this scenario so I am going to let the spelling and grammar mistakes slide, but more needs to be done within the scenario to flesh out the story. I found that most of the characters in the scenario had simple lines that did not contribute to the story or the instructions for how to complete the objectives. The background provided in the instruction menu is more then adequate, just more needs to be done within the scenario to flesh out that story.
The instructions themselves are fairly straightforward, and the author provides several hints. It would be nice however, for the instructions to appear in order. At the moment all of the instructions are present when starting the scenario, which can make it confusing when deciding which objective to try to complete first.
[4.0]
Story/Instruction Improvements
- Check your spelling and grammar
- Flesh the story out a little more in the scenario
- Try to have the instructions appear in the scenario as your work through the objectives, not all at once
Final Comments: This scenario is fairly good, though it does need some fixing up. At the moment I would only recommend this scenario to experienced players, new players might be a little overwhelmed with this scenario in its current condition.
Final Score: [3.9]
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rwilde |
Posted on 01/13/06 @ 03:56 PM
Playability: 3.5
The Cyborg II Demo is a varied mission, beginning with some simple FF where you must reach a city, and then a B&D part broken into two stages, the second being the harder part and by far the major element of the level. The first stage is fairly simple, with not a lot added to spice it up. The obstacles on the way to the base were simple, and most units were very weak. Other units were very powerful, e.g. the bazookas, which seem strangely powerful, compared to all the other units, but just walking around them was very easy to do.
In the B&D part, gathering resources proves quite difficult, e.g. farming is not available. Destroying the power plant doesn’t prove much of a challenge, but destroying the time machine did prove a real test of skill. The enemy had a strong air force, and since I had no real AA capabilities I found taking them on fairly difficult. I realized I wasn’t really capable of doing them much damage, but found their Titan bombers quite exploitable, and enjoyed using them to my advantage.
There is a bug that the ending cinematic doesn’t seem to end; I had to terminate it myself.
Intrepid’s review shows a very different playing experience to mine – I thought the mission was designed to be played exactly how I did, but I realize there are different approaches that could be used, and that the enemy will be weaker if you attack early.
Balance: 4
I found the goal of destroying the time machine quite hard, struggling even when I thought I had the right strategy. You get many resources, but they are needed, especially the food. I kept refining it to make better use of units and their abilities, until I finally managed to beat it. It was a little frustrating at times, and took a lot of replays to get right and a lot of play time, so it was a sacrifice of playability for balance in some respects, but beating the level was pretty rewarding, I felt I had earned a good victory in the end.
Creativity: 3.5
The crash at the very beginning was quite good, and the crater was a nice map design feature. There were plenty of adjusted and renamed units, which show a strong effort put into this area. The gameplay is quite unique as well, the only area a little weak in terms of creativity is the story, which seems a little too simplistic, and needs some more development.
Map Design: 3
This area is the weakest in the scenario. The building rubble is a nice effect, and there are some small areas where the map design is quite impressive, like the crater, but the eye candy and terrain need a lot more work. The elevation needs more attention too, there are some noticeable hills, but there are many areas where you can go down to ground level and see an endless flat plain. It’s very hard to design well on a level this large. Huge maps take an incredible amount of time to put together, and lag is always a concern as well. From a pure map design point of view, the easiest way to make it better is to use a smaller map. There are other considerations besides map design though so it isn’t always possible to use smaller maps. For a big map like this a focus on terrain and elevation on a large level is probably the best approach, and then add a few small isolated areas with features like clumps of trees, nicely crafted elevations, and some ambients and rocks etc.
Story: 3.5
The scenario’s instructions are of a good standard. As in the last review, I would suggest adding the future instructions as they come up so as not to ruin the plot of the mission and keep the player focused on what they are doing. The story was okay, though the plot does seem a bit weak, some more work on this area would improve the campaign a lot.
I haven’t played much of ‘The Cyborg’ – I think a small summary in the history section of the first scenario explaining the major events of the original campaign would be good. Another issue is C16 and C18 share the same unit; they don’t even have separate renaming triggers, when you get C16, C18 becomes a second C16. For two units you can use a ‘Selected by’ object condition to change the names. The cinematics shots are quite static, moving the camera around more often and using different angles and approaches will make watching the cinematics a lot more enjoyable.
Overall: 3.5
This level shows the designer’s talent for making a good level with interesting gameplay and need for strategy. It’s a strong scenario, but the quality can still be improved quite a lot. |
HGDL v0.8.2 |
Rating |
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3.9 | Breakdown |
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Playability | 3.9 | Balance | 4.3 | Creativity | 4.0 | Map Design | 3.5 | Story/Instructions | 4.0 |
Statistics |
Downloads: | 444 |
Favorites: [] | 0 |
Size: | 191.91 KB |
Added: | 12/16/05 |
Updated: | 12/23/05 |
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