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Colony Crisis

Author File Description
File Details
Clone Campaigns required?: Yes
Style: Build and Destroy
The Republic has recently approved of a new colony of Wookiees to be started on the distant asteroid LAGO-4. With the first few updates from the asteroid colony to the Jedi Knight Kaido all seemed well...until recently. In recent times the colony has not sent signals of any kind. Jedi knight Kaido sensed a disturbance in the force emanating from the asteroid. After briefing the council on his senses he was permitted to send a force to combat whatever threat lie in wait on the asteroid. Since he sensed a hidden danger on the asteroid he was not permitted to go alone. He was to be assisted by jedi master Plo Koon. Their number one goal was to assure the safety of the Wookiee colony there. With the approval of the council he was soon on his way to LAGO-4.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design2.0
Playability: 2
First of all, the scenario type is wrong in my opinion. You get a worker to build a base but you also get so many troops that it's completely unnecessary. This scenario is a nice first start, you have a solid introduction and clear goals. However there are a few things that bug me: The map is partly revealed from the start so you see some things you should not. That takes away the "exploring" fun. On the other hand there is not much to explore on this bland corridor map. Another thing is the possibility to ignore the enemy base and just side track behind it to get to your real goal.
However I liked the trandoshan camp, it fits the wookie opression theme.

Balance: 2
This scenario is really easy. You have 2 Jedi backed up by a medic. With this combo you can slice through the map without any problems. The only point where backup is useful (not even needed) is the gates/fortress of the main base. This scenario needs some bounty hunters to make the rest of your troops relevant. The easternmost corridor is also a problem. With it you can leave the biggest challenge out and just zip to the boss, ignoring the main base. This would be ok, if the path was somehow hidden or would require a special action to open but it's just another corridor with a few weak enemies. There are two locations blocked by gates and towers that slow you down but you can ignore these parts and side track directly to the end boss. Also the build & destroy part is really unneccesary here. With the soldiers and pummels you get in the camp you can easily finish the map. By the time your base starts to produce usefool troops the scenario is already over.

Creativity: 3
This scenario could do with some more triggers. You have a few lines of dialogue but nothing else to give the map an exciting spin. Except maybe for the prison camp.

Map Design: 2
Sadly the map is lacking a lot. I like the wookie bodies and the burning buildings at the start but apart from that, there is nothing else to make the map look interesting. The whole asteroid is shaped in orthogonal corridors which is the biggest problem. There isn't much of a question where you should go when all you have is some corridors. It also looks boring. Next time make your asteroid shaped in a more natural way. You also don't have to wall everything off. There also a lot of gaia objects that you could have used to give it a more "inhabitated" look.

Story/Instructions: 3
The instructions are simple but so is the objective. It definitely gets across what's to do. The back story is okay but nothing special. You could also add an ending screen where you can wrap the story up.

Additional Comments:
This is my first review, I hope you can benefit from it.

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Map Design2.0
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Size:16.42 KB