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Downloads Home » Campaigns » The Emperor's Fist

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The Emperor's Fist

Author File Description
zyne ross
File Details
Clone Campaigns required?: Yes
Style: Mix
Number of scenarios: 4

To combat the increasing threats in the senate and to destroy the growing faction known as The Rebel Alliance, Emperor Palpatine will set forth on a crusade to eliminate his enemies, political and military.

You will use Palpatine's commanders, Veers, Darth Vader and Grand Moff Tarkin to unleash a wave of fear and destruction against your enemies.

Do you have the military savy to outwit Palpatine's most diversive adversaries?

Find out and download the "Emperor's Fist" campaign.

All mods and music files are included in the zip.
To also understand some of the side plots, I suggest you download my other campaign, "Shaak Ti's Redemption" which can be found in the campaign download center.
AuthorReviews   ( All | Comments Only | Reviews Only )
Noobo
Rating
3.2
Breakdown
Playability3.0
Balance4.0
Creativity4.0
Map Design2.0
Story/Instructions3.0
Zyne Ross' The Emperor's Fist is a 4 level campaign with 3 of them playable and 1 which is a cut scene.
The Story takes place after the events of order 66 and runs through untill order 76 where the senate disperses. You play as a squad of stormtroopers, Grand Moff Tarkin, General Veers and Darth Vader thoughout the campaign on the various planets doing the emperiors bidding


Playability: 3
The usual FF style combat with "do not let ___ die" and "bring ___ to plant explosives" Nothing outstanding but still playable
Note: VERY buggy! A LOT of the triggers didn't activate

Balance: 3
Done fairly well, the right amount of units on each level but Maybe choose a more diverse array of troops? Recruits are a push over, but the bursa proved to be a small excitement buzz
Also keep in mind that the second scenario was bugged since after the Imperial troops were slaughtered nothing happend

Creativity: 4
Good story, and a nice use of dialogue
Im giving this a 4 for the storytelling and the setting of the post order-66 era and pre episode IV era

Map Design: 2
Very bad, Bland with forests with one type of tree and no elevation, Building interiors with nothing except light walls for walls, and really awfull looking imperial court rooms for palpy that was a piece of metal surrounded by space with guards that didn't stay still and wandered around the room.

Story/Instructions: 3
I'd give a 4 but, since you listed objective and unclearly explained it. Also use the 'ojectives changed' instead of listing them all
As far as story goes, believeable and enjoyable as i've said earlier

Additional Comments:
A fairly good job! Enjoyable story and average-good balance made this into one of the best campaigns you've done so far! Just remeber to playtest a lot before you release, You NEED to de-bug each scenario!
Keep up the good work ^_^

(see Bryl! I can review!)
Delta2203
Rating
3.8
Breakdown
Playability4.0
Balance3.0
Creativity4.0
Map Design3.0
Story/Instructions5.0
Playability: 4
Playability was above average. The soldiers you controlled were a bit too overpowered. The bursa in the 3rd part I believe were a serious pain. You couldn't kill them because you were driving the tank, and they would jump out at you. Then you were "To far away from target."

Balance: 3
Your soldiers were too overpowered. Moff Tarkin didn't even fight. Vader was impossible to be killed. Click, then watch em' die.

Creativity: 4
GREAT IDEAS! They were great. The invasion on the city was fun to watch, but sometimes the camera didn't scroll to the action, so I had to manually look around. That messed me up when I would be scrolled to a new scene, because the camera would still going due to me still scrolling. But still, I loved it.

Map Design: 3
Not that great man. It was adequate. No elevation mixes, not too many interior objects in the big building complex, or whatever that place was you were in from the 1st lvl.

Story/Instructions: 5
Very clear instructions! I knew what I was doing all the time. Like I said your Ideas were great, so story gets a 5/5!

Additional Comments:
Please continue with your work!
Just put more time into map design, and I noticed some annoying minor bugs in the game.
Rebel_CIS_Sup
Rating
3.8
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design3.0
Story/Instructions4.0
Playability: 4
Playability: For the most part, it was straight forward and virutally everything worked. However, the tigger of killing the second senator prisoner group do not work and the numbering of the triggers on mission one may need to be removed or set so triggers 6 & 7 are activated by 4 & 5.

Balance: 4
The balance was good overall. However, Veers can win mission 3 by himself and the mayor and his bodyguard are excessive in their hit points (2000 and 1000 respectfully). Try reducing Veer's durability as well as the durability of this other two characters.

In addition, try replacing Moff Yittreas with Moff Darcc if you want him to fight.

Creativity: 4
It fills part of the gap between Episodes III and IV. However, it also follows the character of the Republic/Empire, giving no surprises.

Map Design: 3
The detail on the first map was intricate, but some of the other maps seemed rushed in creation.

Story/Instructions: 4
The story was esay to follow, but the intructions in map 1 were a bit confusing when ojectives 1,2,3,6,and 7 appeared, making the player wonder where objectives 4 and 5 went.

Additional Comments:
-One of the better non-super hard campaign missions that have been posted. Interesting to see what future projects the maker has in store.

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Rating
3.6
Breakdown
Playability3.7
Balance3.7
Creativity4.0
Map Design2.7
Story/Instructions4.0
Statistics
Downloads:368
Favorites: [Who?]0
Size:3.57 MB
Added:01/01/08
Updated:01/05/08