The Mandalorians were Great warriors that trained constantly and always had the most upgraded armor. A merchenary who lived with the Mandalorians named Jaster Mereel adopted an orphan named Jango Fett, play a series of scenarios, whether its escaping the Jedi Task Force or Making Deals with the Trade Federation, You are garanteed none stop fun....
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A horrible 3-map campaign. It has potential but at the way it stands it is not very good at all.
Some serious problems with triggers such as on the second map as soon as I built a spaceport the enemies offered an alliance. If you accept you can move right to targets and destroy them without resistance.
Whether it be for your side or the other the balance was not good. In the first in was a Veers unit against Jedi. Or when you could build up and they couldn't
There was almost nothing creative about this campaign. The story wasn't not too creative.
Map Design: 1
Not even close to even a randomized map.
The story was not in depth nor interesting or creative. The instructions were vague and there was very little recon.
That was a rather harsh review. This campaign wasn't half bad, but I apparently had a technical problem because I only have one scenario. I will rate that one.
Playability: I could say I had fun playing this scenario. It is true that there is a lot of better stuff out there, but there is a lot of worse stuff too.
Balance: Veers vs. the Jedi was very hard, but you have to use tactics to beat them, like sneaking around or luring Gundarks over to them. This made it kind of challenging.
Creativity: I give 3 points for the sneaking/luring bit.
Map Design: The map didn't look too special, but it wasn't a random map and there was some scenery. You really should spend a lot of time on eye-candy though.
Story/Instructions: The story was okay, the instructions were, for the most part, clear enough. There was one part where a guy told me to "take the alternate path to the west bay," but there was only one path, making this confusing (and also the only spaceport on the map was actually in the east).
I've long been interested in how people handled this
and I'm happy to say it isn't bad, though it isn't stupidly good though.It was a nice twist to have the main airfield falling under enemy control and your destination is switched I like to see twists and turns in levels and surprises that keep the player on their toes.
You HAVE to play tacticaly to do this, the 2 Boamar (sp?) Monks were the main danger, but the Jedi were also. The monks could be dealt with, but not on your own. The jedi were not as big a danger, with a Bounty Hunter naturaly, but in groups they pose a threat.
Not bad, some good triggers, but nothing stunning.Just the basic naming, bring object to area sort of triggers. A good set for a first level that is just above average. Using the trigger guide in the SCN Punk editor FAQ would be an ideal starting point.
He really had a good go at making his own level, it wasn't the best, but it wasn't all bad. Why he put in hidden units that you could never reach/control I have no idea.The use of the hidden units was bizarre because they were'nt gia but they didn't detract from the level a bit. He decided to not use a random map, and he did well.
Not a bad story, contrary to the idiot that gave it 1.
The WEST is EAST bit was a little silly, but nothing that can't be corrected . Its a break from the normal portrayal of Bounty Hunters, with a twist that explains Jango a bit .
Keep at it, this has the making of a great campaign.