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Mustafar Mining Operation
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Author |
File Description |
Jedi Knight Jazz |
Posted on 06/22/15 @ 10:26 PM
File Details |
Clone Campaigns required?: |
Yes |
Style: |
Build and Destroy |
This map was more or less an experiment - remember on Episode III how quickly the refinery was damaged when the heat shields were powered down? Same situation here: get too close to the lava and you're likely to burn to death (eventually, anyway). That is unless you're within the protection of one of Mustafar's shields, in which case it could be beneficial to get closer to the lava's edge.
So, is this a unique tactical challenge, or just annoying? Download and decide for yourself!
Note: Like my other maps, the whole idea kinda falls apart if you forget to *lock teams* before starting play, so keep that in mind. (I don't know how to adjust AI files so that allies don't change diplomatic stance as soon as the map is loaded...)
By Jedi Knight Jazz
Email: paniponipenguinpower@hotmail.co.nz
Disclaimer: THIS SCENARIO IS NOT MADE, DISTRIBUTED, OR SUPORTED BY LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS tm & (c) LUCASARTS ENTERTAINMENT COMPANY LLC AND ITS LICENSORS |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Gen_Rhys_Dallows
Staff |
Posted on 06/30/15 @ 01:41 PM
Playability: 3
Mustafar Mining Operation is a pretty standard B&D scenario set on the volcanic planet of Mustafar. Three Imperial players face off against four Rebel factions, with a neutral Federation player to provide support.
For the most part, it's a very straightforward B&D. Its one real trick is a single lava river that divides the map down the center. Any unit that travels near or over the lava will take continuous damage. Multiple shield generators belonging to the Federation are set up to negate this. It's a neat trick, but the game never really encourages or forces you to use it. There's plenty of land and resources to construct a base without ever approaching the river.
Both of your allies are located across the river, and any cargo crafts sent over are likely to be destroyed by the lava after a single trip. The Trade Federation base on your side is too close to provide any significant income, so attempting to trade is impractical.
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Balance: 3
This map is significantly more tricky than Gardens of Theed from the same author. You are the only Imperial on your side of the river, pitted against two Rebel opponents who love to throw aircraft and Jedi at you constantly. Your allied players don't fare much better. For some reason they seem to stop developing half-way through the scenario, and simply pluck at the enemy with small groups of troops instead of massing an army. The population limit of only 75 may be a contributing factor to this.
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Creativity: 3
The hazard created by the lava is a neat idea, as is the shield network, but as described above, there's nothing that really makes you deal with it.
Ignoring that, this is more or less a bog-standard RM game.
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Map Design: 3
The map isn't nearly as interesting as Gardens of Theed. two hilly landmasses are separated by a single winding river, but there's not much to look at that couldn't have been generated in an RM script.
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Story/Instructions: 3
There's no real story to speak of, just a few sentences outlining the premise; a typical Rebel vs Empire skirmish. The hints and instructions are clear enough, but there are no real objectives and no plot to speak of.
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Additional Comments:
A straightforward skirmish with a potentially neat, but poorly utilized gimmick. |
Darth Kiro |
Posted on 08/11/16 @ 06:57 AM
(Retracted by the author due to embarrasment)[Edited on 06/12/17 @ 10:43 AM]
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janisek |
Posted on 05/14/23 @ 07:38 PM
Playability: 2
I spent the first 41 minutes of the level just wandering around. I was looking for the enemy base with only the trooper recruits which have extremely slow walk speed. This could've been fixed by giving the player some sort of hint in the intelligence or recon tab as to the general direction where the enemy base was. To distinguish it more from a regular build and destroy mission, you could've added something like a timer trigger that every so often you could had an enemy unit attack the player base. Taking damage from lava is an interesting mechanic but it isn't utilized well here. The lava is only in the middle of the map and can be easily avoided. To make it more interesting you could have made the lava on the map more spread out so you couldn't avoid it and had less generators to stop you from taking damage so the player would have to think more strategically about unit movement.
Map Design: 4
This is probably by far the best part of the level. The map is detailed and looks like mustafar. The terrain is varied and designed with a purpose.
Story/Instructions: 1
There's nothing except for the text when you start the level. The least that could've been done was to add a couple of dialogue triggers during the beginning maybe giving the player a little bit of backstory. Or, a short cutscene at the beginning showing us the rebels arriving on mustafar and setting up the conflict of the level. Even if it was as small as just one or two lines of dialogue at the beginning it would have made me more interested in playing it and I would've given an extra point or two for it.
Additional Comments: Another forgettable build and destroy that's fun for an hour or two.
[Edited on 08/28/23 @ 07:56 PM]
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HGDL v0.8.2 |
Rating |
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3.0 | Breakdown |
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Playability | 3.0 | Balance | 3.0 | Creativity | 3.0 | Map Design | 3.0 | Story/Instructions | 3.0 |
Statistics |
Downloads: | 341 |
Favorites: [] | 0 |
Size: | 75.83 KB |
Added: | 06/22/15 |
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