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Campaigns » The Crae Korat - The Corellian Revolution DEMO
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The Crae Korat - The Corellian Revolution DEMO
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Author |
File Description |
The Crazy Person |
Posted on 06/30/05 @ 05:00 PM
File Details |
Clone Campaigns required?: |
Yes |
Style: |
Role Playing Strategy |
Number of scenarios: |
1 |
The Crae Korat: The Corellian Revolution
This demo is the first "mission" from my future 1 scenario feature campaign for the Crae Korat. What is the Crae Korat? The Crae Korat was a thousand year civil war on Corellia 26,000 years before the battle of Yavin and centuries before space travel. This campaign takes place in the early years of the war where you command Lt. Geata and his paratrooper squad as you go into enemy territory and destroy your target: The Bridge over the River Coru.
I appreciate any feedback!
-The Crazy Person (tcp@prodigynetworks.net) |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Victor von Doom |
Posted on 07/14/05 @ 08:15 PM
Playability: 4
It was extremely, even the opening cutscene was playable. I remember the first time I tried out the map, I was afraid to let my character die.
Balance: 4
It was very balanced. The enemy was easy, but I felt sorry when a man died, as they all had names. The fact that so many men had to survive was good, it was easy for them to die.
Creativity: 4
Very creative. The bridge was brilliant. I loved it how I kept getting more and more troopers.
Map Design: 3
Only mediocre. The terrian was a little blank but still good.
Story/Instructions: 5
I always knew what to do. There was no, whats next? I don't know how to do this or that. It was very clarible. I knew everything I was supossed to do.
Additional Comments: A great campaign!
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Mont� (id: Montamo) |
Posted on 07/18/05 @ 02:25 AM
Playability: 4
The opening sequence was awesome. I'd rather not give too much away though. The rush at the end of the scenario to destroy the bridge added some excitement. Some sounds and a few more original ideas would increase the score.
Balance: 4
The balance was quite good. At first a mere trooper was a threat, but as your party increased you swung the balance of war. The only problem I had with the balance was the minefield; I found that I could walk easily through with my whole party without losing a single trooper.
Creativity: 4
Fairly simplistic, though, the Fixed Force and RPS types of gameplay have never been this well-done, which is what got it the marks.
Map Design: 3
The only downfall of the demo. No real mixture of terrain, not many plants or flowers to give a connection to the environment. Elevation was quite good, although, and the bridge trick is always nice.
Story/Instructions: 5
Quite a good story really. If you read the history, etc, it shows TCP's talent as a writer. A lone soldier rising in his military career... being placed as Commander only due to his superiors death... in the middle of a civil war. The instructions were clear and concise, no confusion, I alwasys knew where I had to be and what had to be done.
Additional Comments: A very well made fixed-force/RPS scenario. All that needs to be fixed would be the eyecandy. Overall provides fun and quality which is what SWGBH is lacking atm.
Monte.[Edited on 07/18/05 @ 02:28 AM]
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Xcal (id: Xcaliber) |
Posted on 07/19/05 @ 04:17 PM
Playability: 5
This was a lot of fun, the way everything played out and stuff was great. Awesome work! I loved how everyone had names.
Balance: 4
It was very tough, imo, really tough. I died like twice, the only thing that kept playing was the fact I actually saved.
Creativity: 5
Very creative, awesome work. I liked the bomb stuff a lot.
Map Design: 4
This isn't the best, it isn't the worst. It's decent. Good job on the bridge too.
Story/Instructions: 4
Very good instructions, though the bomb thing confused me for a second then I accidently did it. But the story was really good, I loved it.
Additional Comments: It's a sexy campaign.
[Edited on 07/19/05 @ 04:18 PM]
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Lord Plagueis (id: Cradossk) |
Posted on 08/01/05 @ 07:24 PM
Playability: 4.8
I only noticed one bug, and that was the fact that the Mechs never moved across the bridge due to shooting the heck out of my men, blowing up the bridge was fun... but confusing at first because I couldn't find where the other bomb was to be planted.
Balance: 4
I found myself hitting the restart button only 4 times... which means it wasn't to easy and it wasn't to hard. The hardest part about it had to be the bridge, With the weapons firing at you while 3 men tried to secure, plant, and light fuse to the bomb. The easiest in balance had to be rescueing the imprisoned men and the mine field.
Creativity: 5
A very creative bomber+fuse lighter idea, your not using David Blanc :p, the creative timeline, the first campaign to utilize mines (I think...), and the renaming of almost every single unit on the map.
Map Design: 3
This is the only area that makes me iffy about the campaign. The Map was bland in some areas, and just perfect in others. I suggest mixing the following terrains together for forrests; Grass 2, Grass 3, Dirt 1, Dirt 2, and a mixture of Tree (Palm) and Tree (Oak).
Story/Instructions: 5
I always knew what to do thanks to TCP's excellent skills. I think you picked a really cool timeline that would be almost impossible for any other designer to create a storyline to fit with.
Additional Comments:
Bravo, TCP, bravo! You released something! :D
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HGDL v0.8.2 |
Rating |
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4.3 | Breakdown |
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Playability | 4.8 | Balance | 4.0 | Creativity | 4.5 | Map Design | 3.3 | Story/Instructions | 4.8 |
Statistics |
Downloads: | 380 |
Favorites: [] | 0 |
Size: | 355.15 KB |
Added: | 06/30/05 |
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