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Campaigns » Star Wars Episode I: The Phantom Menace
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Star Wars Episode I: The Phantom Menace
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Author |
File Description |
SCN Punk l TVS |
Posted on 03/05/02 @ 12:00 AM (updated 04/04/03)
File Details |
Clone Campaigns required?: |
No |
Style: |
Role Playing Only |
Number of scenarios: |
10 |
STAR WARS EPISODE I: THE PHANTOM MENACE
Turmoil has engulfed the Galactic Republic. The taxation of trade routes to outlying star systems is in dispute. Hoping to resolve the matter with a blockade of deadly battleships, the greedy Trade Federation has stopped all shipping to the small planet of Naboo. While the Congress of the Republic endlessly debates this alarming chain of events, the supreme chancellor has secretly dispatched two Jedi Knights, the guardians of peace and justice in the galaxy, to settle the conflict....
DESCRIPTION: Take command of several heroes, such as Obi-Wan Kenobi, Qui-Gon Jinn, Jar Jar Binks, Anakin Skywalker, and Captain Panaka in several RPG-style journeys throughout The Phantom Menace movie. The campaign includes several missions, such as the Trade Federation Battleship, Swamps of Naboo, The Planet Core, Theed City, Mos Espa, Dessert Encounter, Coruscant, Battle of the Gungans, Control Ship Assault, and Theed Palace. The campaign contains several strategies based around a one-unit population. It also contains many features such as Health Containers to regain life, sound effects, sound/music tracks, a modpack which replaces Utric Sandov with Watto and more!
Information: You'll want to pay special attention to the Intellegence section. It displays a useful guide to help you understand the basics of each scenario. As for Difficulty levels, I have it set up that you should play the campaign on Easy if you're kinda new to the game, play it on Moderate to kinda just get through the campaign with some challenge, and play it on Hard for it to be challenging.
Unzip the Star Wars Episode I: The Phantom Menace.zip into your "Star Wars Galactic Battlegrounds/Game" folder. All files should then Unzip to their proper directories.
You can download the optional music files here: TPM_Music.zip (Mirror 1) TPM_Music.zip (Mirror 2)
Unzip TPM_Music.zip to your "Star Wars Galactic Battlegrounds/Game" folder. All files should then Unzip to their proper directories.
Use "Star Wars Open Music Install.bat" to install the "STAR_WARS_OPEN.mp3". It will make a copy of the "OPEN.MP3" file from the Sound/Stream folder and create it under the name of "STAR_WARS_OPEN.mp3" in your Sound/Scenario folder.
MAKE SURE "Star Wars Open Music Install.bat" IS IN YOUR "Star Wars Galactic Battlegrounds/Game" FOLDER!
The campaign includes a Watto.mpi modpack file. Watto plays a role in Part 5 - Mos Espa, so you can use this modpack to change the graphics of Utric Sandov to Watto. The modpack includes graphics of Watto, sounds, an icon, and a language.dll which changes Utric Sandov's name to Watto. To install the Watto Mod, you will need to download the "SWGB Mod Installer" program at the Utility section of SWGB Heaven's Downloads section:
SWGB Mod Installer
You can also find updated versions of the program there as well. Below are instructions on how to Install the Watto Mod:
How to Install: Click on the button called "Open Mod", then select "Watto.mpi". Once it opens, click on the button called "Install".
How to Uninstall: After you have installed the modpack, click on the button called "Remove latest" to remove the modpack. But if "Watto mod" is not at the top of the list, you must remove all newer mods first.
Credits: Campaign created by: - Tevious (aka: The Vampire Slayer)
Playtesting done by: - JamesMartigo - Izzy - Yehoshua Yisrael
Modpack graphics done by: - Tevious (aka: The Vampire Slayer) - Izzy
Modpack installer done by: - Ykkrosh
I'd like to thank all my playtesters for helping me make the best out of my campaign and Ykkrosh for making my modpack possible.
- Tevious |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Midgard Eagle |
Posted on 03/07/02 @ 12:00 AM
Playability: When I downloaded this scenario, I feared that it might either be just another download with 80 per cent fixed force (that the TF droid control ship would just be forcing your way trough 100 droids, for example), or that it would have a lot of boring and unrealistic add-ons from the movie like in the game The Phantom Menace. But it was neither.
In fact, what I was surprised to see was that the author clearly has been more inspired by the TPM game than the TPM movie. If I'm confusing you by first using the said game as a negative example and then bring it up as a positive point, I'll explain: While TPM almost does not at all follow the movie (90% of the game consists of you being on your own because you're separated from the others by falling trough the floor or being at the wrong side of a collapsing bridge or wall), this scenario follows the movie quite nicely, and while it has a good deal of 'the door is locked, find the controls' in it, it doesn't seem too obvious and doesn't slow down gameplay. Also, the game is full of scripted events, which includes about all the conversation scenes from the game. Also, some lightsaber action scenes are scripted, such as Obi-Wan throwing a laser bolt back at a droid with his lightsaber from about 5 tiles away, like in the movies. There are also a few creative elements such as blasting trough windows, eating fruit to gain additional HP/Attack points, and collecting Supply boxes to regain your HP.
So why doesn't the playability rating get a full 5.0? Because of the fact that about all of the featured puzzles in the scenarios' (which are, in fact, another creativity and playability boost) solutions are given away in the hints/recon section.
For example, at one point in the game you encounter a horde of TF droids in a clearing littered with HP boxes. As the TF force is overwhelming, the player should not stop and fight but instead run trough the clearing picking up HP boxes. Of course the player will try to fight (and get his butt kicked) a few times, but eventually he will realise that he's supposed to run trough the clearing. However, in the recon section it says that 'you will encounter a vastly superior TF army in this scenario. Run trough the area and pick up the boxes instead of fighting the droids'. I am wondering why the designers are simply giving away solutions like this instead of subtly putting something like 'fighting may not always be the best option' or 'if you find yourself outgunned, run away or try to rush your way trough'. In the clearing example, Obi-Wan could have said something like, 'there are too many of them, let's just get out of here!', giving the player a mere subtle hint of what to make out of the situation.
Balance: The game is neither too easy or too hard. Altough you only control one person at a time (which also gives more of an RPG than FF-feel), your allied units will fight with you (even most of your mission critical units, like Amidala).
Creativity: By now you should have figured that the game uses elements from the TPM game, so you may wonder what nutbar gives a scenario based on a movie (meaning you won't have to come up with a storyline yourself) and which also borrows elements from another game get a perfect 5? Because this game oozes of creativtity in the field of map design. A handful of the features have already been listed in the playability section, but I'll list them again here: Scripted scenes where Jedi who uses their lightsabers to deflect laser blasts, a gate that requires you to type in a certain code for it to open (using the chat menu).. I would feel bad about listing them all, as I would leave the player to discover them by him/herself.
Map Desing: The maps are simply fantastic. When in the swamps, you get the feeling that you are in the swamps. When you are inside a building, you get the feeling you are inside a building. Also, it's got background effects and -music to spice it up off of that plain old SW mix. Add a ton of eye-candy and pretty realistic AI, such as citizens walking around talking to you when you walk by, and you won't really have anything to subtract.
Story/Instructions: Story details are provided before every scenario, but these are slightly disorganised (there is no background in the History section because the background is used in the Introduction section, for example). However, this is not what takes away a point from this grade. What does take away a point is that the full solutions to the puzzles are listed in detail in the Reconnaisance section. Yes, some of the puzzles may be tricky, but some of the fun is to be given a few hints and then discover the solution yourself. It may seem unfair to subtract points in both areas for this, but I feel it kind of is a minus to both areas.
In conclusion, this is a fantastic scenario that has a lot of thought put into it. The beginning and ending scenes, scripted events, puzzles, eye-candy, and new features gives it both fun and replay value. A number one download! |
JamesMartigo |
Posted on 03/14/02 @ 12:00 AM
The Phantom Menace by The Vampire Slayer (review by JamesMartigo)
Well, we've all been anticipating The Vampire Slayers "The Phantom Menace" campaign for a long time, and let me start by saying, it was well worth the wait :). This is the BEST Star Wars Galactic Battlegrounds campaign to date, and might be the best ever. It is a joy to gamers, and an inspiration to designers. In most regards it is better then the official campaigns. "The Phantom Menace" follows the Episode I movie line (very well I might add.... you don't need to watch the movie anymore, just play this campaign ;)), and apparently also a video game by that name (I've never played it though). In all scenarios you play as one person (except in the cut scenes, where you don't play at all), with an RPG gaming style. The scenarios are jazzed up with nice cut scenes and trigger tricks. I will give a short summary of each scenario:
THE STORY:
WARNING!!! SPOILER ALERT! These summaries contain details of the missions that you might want to find out yourself
PART 1 - Trade Federation Battleship (5/5/5/5/5 ; 5.0) The taxation of galactic trade routes has caused the Trade Federation to lay a hostile blockade around the peaceful planet of Naboo. Supreme Chancellor Valorum has secretly dispatched two Jedi knights to settle the conflict. However, the negotiations will not go according to plan..... The first mission of this campaign immediately sets the tone. A traditional Star Wars intro, followed by a couple of impressive cut scenes. You play as Obi-Wan Kenobi, and you have to fight alongside Qui-Gon Jinn to escape the Trade Federation Battleship. The game play is fast and fun. Highlights include an amazing standoff against a couple of Droidekas, and an invisible shield wall. The parts where you have to find the controls for the doors are also quite exciting.
PART 2 - Swamps Of Naboo (5/4/5/5/5 ; 4.8) After their landing, Obi-Wan and Qui-Gon are separated. Obi-Wan has to travel through the swamps of Naboo to find Qui-Gon Jinn, with some help of Jar Jar Binks. The map design of this scenario is amazing, somehow the author knew exactly how to place each tree, cliff, shallow or eye-candy to make the map look great. It's fun how Jar Jar appears to lead you the way, only to vanish ahead of you while you're dealing with the enemies. The cut scene with the Assault Mech walsing over the trees is very nice. The cut scene where the Federation landing site is shown is also great (excellent timing on the 'camera' movements!). The last part may seem hard, but believe me, it IS possible (with some trail and error). The only think I don't like about this scenario is that the battledroids are ranged and keep running away from Obi-Wan, who is melee. (This is a very personal dislike, I played a Diablo I Warrior to level 47, so I have a trauma when it comes to chasing enemies ;))
PART 3 - The Planet Core (5/4/5/4/5 ; 4.6) Now that Qui-Gon and Obi-Wan have met up, they follow Jar Jar to the underwater city of Otoh Gunga. The council grants them a 'Bongo' to continue their journey to Theed. And the fastest way to get there, is through the planet core.... After a cut scene where you talk to Boss Nass and his council, you have to make your way through an underwater labyrinth with your bongo vessel. Along the way, you can cut through water rocks to take shortcuts (very cool!!!). You'll encounter a number of Opee Sea Killers and Colo Claw Fish, which attack you. This mission can get a bit difficult at times, because it's hard to bypass the fish. They follow you around a great distance, and with lots of water rocks already making your movements difficult, it only takes a few to block you, after which you have to face all the beasts that followed you. So I would have liked a bit less fish and rocks (not the shortcuts but the eye-candy). As you will notice, this scenario is meant to take place under water. Unfortunately, Galactic Battlegrounds does not have an underwater tile set. Still, the author did a good job of giving a submarine feeling (although I believe it is possible to do it even better). The council chamber was also difficult to make, hence a bit disappointing in terms of map design. But "The Planet Core" is still a great scenario.
PART 4 - Theed City (5/5/5/5/5 ; 5.0) Once they make their way to Theed City, Qui-Gon and Obi-Wan free Queen Amidala from her captors, and try to blast their way through the city, to find the Main Hangar and escape the planet. Once again, you play as Obi-Wan Kenobi, and you escort Qui-Gon and the Queen. This is another delicious map, so nice to play :). I love the part where the AAT blows up the bridge. And the password trick. And the walkways over the pond. And the health containers/explosives boxes (go ahead, let them go off, it's so much fun ;)). The map design is very nice, although it's a bit sterile in some places (road 2, oak trees, and Naboo/Theed buildings, and little else, like so many other Theed scenarios). Nice use of 'invisible walls' to keep players from places they shouldn't be.
PART 5 - Mos Espa (5/5/5/5/5 ; 5.0) The Queen and her protectors manage to flee Naboo, past the Trade Federation blockade. However, the Royal Starship took some damage to the Hyperdrive Generator, and is forced to land on Tatooine. Qui-Gon Jinn has to go to Mos Espa to find some spare parts to fix the hyperdrive. You play as Qui-Gon Jinn, and you have to trade the 20.000 republic credits and Naboo Fusion Coil that Captain Panaka gave you for some Wupiupi, so you can buy a new T-14 Hyperdrive generator. You can click on villagers to talk to them, and some say funny stuff :"You better watch yourself, I'm a wanted man. I have a death sentence in 7 systems" ;). The author did an excellent job at creating a credible Tatooine city (which is quite a feat considering the lack of Tatooine buildings in the scenario editor). This scenario also contains a lovely Ronto cut scene *happy*. If you have the "Watto-Mod" installed, you will get to see Watto in this scenario (well done). If you don't, he will look like Utric Sandov. This mission can get a bit complicated at times, but fortunately the Intelligence section is very clear, so you're never stranded.
PART 6 - Desert Encounter (-/-/5/5/5 ; 5.0) Qui-Gon Jinn made a bet with Watto that Anakin would win the Boonta Eve Podrace, and now Anakin is free. They return to the (now repaired) Royal Starship to proceed to Coruscant, where Anakin is to be trained as a Jedi. Qui-Gon Jinn has an unexpected desert encounter with Darth Maul, who jumps from out of nowhere and attacks him. There is no playing in this scenario, it's all cut scene. They dialogues from the movie are well done.
PART 7 - Coruscant (-/-/5/5/5 ; 5.0) After arriving on Coruscant, Gui-Gon Jinn and Obi-Wan Kenobi contact the Jedi Council about the mysterious attacker, and about Anakins training. Queen Amidala meets Supreme Chancellor Valorum and Senator Palpatine to discuss the graveness of current events. This scenario is a cut scene as well. It contains a lot of the Coruscant dialogues from the movie. The author did an unbelievable job at recreating Coruscant, an enormous city that spans an entire planet! The buildings and air traffic are simply amazing. I believe this design will be used as the new Coruscant template :).
PART 8 - Battle Of The Gungans (5/5/5/5/5 ; 5.0) Back on Naboo, Jar Jar Binks sets up a meeting between Queen Amidala and Boss Nass, and is appointed the rank of 'General' in the battle of the Gungans. His first prestigious mission is to collect carbon rocks to fuel the Gungan war machine ;). The creativity of this scenario is off the scale! You're Jar Jar Binks, and you have to collect carbon rocks to make boomers for the Gungan artillery. This scenario is so much fun, that you almost start to like the silly fellow again. The game play includes a lot of original elements, like collecting the carbon rocks to make boomers, eating muja fruit bushes to gain strength, shooting muja bushes of cliffs, and blowing up roadblocks with explosives! The map design is similar to Swamps of Naboo, so you know that that's all right :). It even includes another walkable cliff. The cut scenes in the beginning are of the same high quality that we're used to from The Vampire Slayer.
PART 9 - Control Ship Assault (5/5/5/4/5 ; 4.8) With the droid army distracted by the Gungans, the Queen and her elite troops manage to sneak into the city, and infiltrate the main hangar. As the Queen and her protectors are attacked by the units guardian the palace, Anakin climbs aboard an N-1 starfighter to take shelter. But the autopilot flies him into orbit, where he is forced to join the control ship assault. The scenario starts with a cool cut scene of Amidala and the Jedis fighting Darth Maul and some Droidekas. Then, you gain control of an N-1 starfighter piloted by Anakin Skywalker, and you have to shoot down a great number of droid fighters. After you've done that, you enter a final cut scene where Anakin flies inside the control ship and blows up the generator, destroying the control (Cool!!!). The game play is fun, but not very diverse. Even though there's no eye-candy in space, I feel the map design could have been a bit more exciting (especially near the main hangar). Nevertheless, a good scenario, and the only one in this campaign where you can fly a spaceship.
PART 10 - Theed Palace (5/5/5/5/5 ; 5.0) While Anakin is attacking the control ship, and Obi-Wan and Qui-Gon are chasing Darth Maul, Queen Amidala and Captain Panaka are fighting their way through Theed Palace. They mean to capture Viceroy Nute Gunray, who is residing in the throne room. In this final scenario, you play as Captain Panaka, and fight alongside Padme Amidala. This scenario is the most difficult, and also the most exciting mission of the campaign. The game play is fast, and you have to work hard to draw fire away from the vulnerable Queen. This scenario features many of the great trigger tricks shown in earlier missions, like health containers and invisible walls, as well as new effects like shooting through glass. Great fun! The map design of Theed Palace is also good, especially the 'fortified' walls (although I personally find that the author could have 'jazzed' it up a bit more, with flowers and ponds ; Maybe an indoor kind of courtyard). After you reach the throne room, you will enter some more great cut scenes (check out the names of the decoys :)). The fight between our Jedi heroes and Darth Maul is very nice (I like the 'force gates' ;)). And the final cut scene where Qui-Gon Jinn is cremated is very moving. The ending to this astonishing campaign will leave you very satisfied.
RATING:
Playability - 5 Well, this scenario certainly scores full points for playability. It is very fun to play, and has very few annoyances. I couldn't find any bugs either. My only problems when it comes to game play and balance are the annoying battledroids that walk away in "Swamps Of Naboo" and the annoying fish that follow you and block your path in "The Planet Core". However, since these annoyances were very small and personal, I didn't subtract any points for playability or balance.
Balance - 5 I played this campaign on moderate difficulty, and found the balance to be quite all right throughout the campaign. I figure the difficulty level was as planned by the author. They all take some effort to get through (except the cut scenes of course ; I didn't rate them on playability and balance), and there were no scenarios that were either too easy or too difficult. "The Planet Core" and "Theed Palace" were the most difficult, and "Trade Federation Battleship" and "Theed City" were the easiest. The campaign is suitable for people of varying skill levels.
Creativity - 5 Absolutely a perfect score for creativity, despite the fact that the campaign is based on events from the movie. This campaign has so many new and original features, that you'll find something interesting around every corner. The campaign particularly excels in innovative trigger tricks. Such as the healing trick, the attack cut scenes, the walkable cliffs, the invisible walls, etc.... The Vampire Slayer defies every law in the scenario editor universe!!!
Map Design - 5 Full points. Not an ugly map in there. For the most part, the scenarios look great. The designer shows his talents in the luscious "Swamps Of Naboo" tile set, but also does a great job at more difficult tilesets, like the "Mos Espa" and "Trade federation Battleship" scenarios. The only thing that actually disappointed me a little was the Otoh Gunga Council room, and some other pieces of "The Planet Core" scenario. But because this is almost impossible to pull off right, I didn't deduct any points. The Naboo architecture in "Theed City" and "Theed Palace" was also very pretty, though a bit dull or sterile at times. I think the author could have used a little more eye-candy there.
Story/Instructions - 5 The story does a good job following the movie. It had a few spelling errors and some crooked sentences, but it was never so bad that it distracted the player. (I did some play testing for this campaign, so any errors that slipped through are my fault). A couple of sentences were a bit redundant ("collect Supply Boxes that contain Health Containers"). Some intelligence sections might have been a bit over-elaborate, but you could always find the information you needed to continue. That is because there are some people that are very quick to complain when they fail at first and don't know exactly what to do next... they usually assume it's either impossible, or that the intelligence is insufficient. The in game cut scenes were very nice, and did a good job at continuing the storytelling. The Instruction Bitmap also helped to make the player feel that he was in the story.
Average Score - 5 The Phantom Menace manages to maintain a constant level of excellence throughout all 10 scenarios, and therefore it deserves the impressive total score of 5.0. This doesn't mean that the campaign is perfect in every little detail, but it sure comes damn close :). None of it's few minor flaws merit a deduction in points, making this the first campaign to earn the honorable 5.0 score. (I have to end the rating part by mentioning that RPG gaming is my favorite style for single player SW:GB, so I'm quite fond of the 1 unit interface, instead of controlling an army, or building a base) Congratulations Vampire Slayer!!!!
Plus Points + Fun missions + Great trigger tricks + Consistent storytelling + The best SW:GB campaign to date
Minus Points - Annoying battledroids and fish in Part 2 and Part 3 - Map design in Part 3 could have been better - Map design in Part 4 and Part 10 could have been a bit more exciting
AND THEN SOME...
Modpack: "The Phantom Menace" comes with the "Watto" modpack. This mod replaces Utric Sandov with Watto. The new Watto unit is fully functional, looks good, and has nice sounds. So the modpack is a success. Watto only plays a small part in "Mos Espa" and "Desert Encounter". Sounds: The Vampire Slayer included a lot of sound effects and music files. The sounds effects are nice, and fit in well. My favorites are the breaking glass, and the locking gates. The music and ambient sounds are all right, but sometimes lack a bit in quality (due to the compression). More than that, I don't think they are very necessary when playing this campaign... Because the sounds are looping, you can get silences if you pause the game for a while. My favorites are the intro music, and the drums when the Gungans are about to go into battle. Instruction Bitmap: The entire campaign uses one instruction bitmap, and that fact actually helps the consistency of the campaign. Besides, the bitmap looks good and is very suitable. Save points: Every mission contains a couple of well places save points, to help you save your progress. The spacing and location of these save points is good. Trigger Tricks: The campaign features several awesome trigger tricks, which make the campaign very inspiring for fellow scenario designers. Trigger tricks include: Health Containers, walkable cliffs, invisible walls, invisible target tricks, etc...
Consistency: The campaign is consistent with regards to the following: 1 The History and Reconnaissance sections are not used. 2 Only the Scenario Instructions and Intelligence section are used in the briefing room. 3 Objectives do not change during game play. 4 No resources are granted to the player. 5 The player can only control on unit at a time. 6 There is great consistency in the way dialogue and other text is displayed. All these points make the scenarios feel like they belong in the same campaign. Bugs: This campaign is very, very low on bugs (especially considering it's complexity: over 1500 triggers !!!). The bug you're most likely to encounter is not a "The Phantom Menace" bug, but a general SW:GB bug: sometimes when you try to play the next scenario, you go back to the scenario you just played. Selecting another campaign, and then returning to the campaign you were playing usually helps. Cheat Modes & Hidden Features: The Vampire Slayer decided to spoil us with some hidden Easter eggs, like the cheat mode in Part 5. To the best of my knowledge, there are also hidden features in Part 1 and Part 8, but I'm not gonna tell you what they are :P
CONCLUSION
I had great fun testing "The Phantom Menace", I had great fun reviewing "The Phantom Menace", but most important, I had great fun playing "The Phantom Menace". And I'm sure you will too. So whenever you have a free afternoon, sit right down, fire up "The Phantom Menace", and have a great game!
Thank You Vampire Slayer
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Darth Bandon |
Posted on 01/30/05 @ 12:00 AM
Playability - 5
Well that was one of the best campaigns i have ever played! I never bored playing your missions and they were very funny! I also didn't find any bugs or annoyances.
Balance - 5
The best level to play the campaign is moderate! All the levels take some effort to get through and there were campaigns not very easy but not and very difficult!
Creativity - 5
Well, this scenario certainly scores full points for creativity. Despite that the campaign is based on the movie you use new features like the walkable cliffs and the invisible walls. Also you use some trigger tricks like the heal trick etc.
Map Design - 5
All the levels had the same thing....beautiful eye-candy!! The Theed City was great. You use all the palette that SWGB can give you...Great work. (Surely 6 but i cannot give it to you)
Story/Instructions - 4
You cannot say much about the story cause it is based on the movie. The instructions were good but you have many spell errors and some unfinished sentences and many of them were redundant. Also the intelligense section could have been more well prepared. The cut scenes were good as and the bitmap that can make you feel that you are "in" the game.
Overall - 4.9
The campaign STARWARS Episode I "The Phantom Menace" is one of the most well prepared and enjoyable scenario that i have ever played! Through out 10 levels you can feel the story very close in you!
Congratulations Vampire Slayer!!!!!!
[NOTE]: You can make a revised edition of the game with new units like Mace Windu (better from a simple Master Jedi) and Padme and many more!
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Red Revolution (id: master silver) |
Posted on 01/12/08 @ 01:39 PM
Playability: 5
It was the best campaign I have ever played, it stuck right along with the story while having interesting objectives and missions that weren't too tedious but each challanging in their own way. There were no bugs, the map design was flawless and everything about this campaign was executed perfectly.
Balance: 5
The levels were challanging enough that if you weren't careful it might have taken you a few tries. Even though you only got one character at a time the levels were curtailed around this idea so that it gave a perfect blend of difficulty but not impossiblity.
Creativity: 4.9
Overall though it was unique in that you got to control only one character, but the character varied, making it have an RPG style without being repetative. You pretty much copied the story from the movie but it was done so well that this really didn't hinder gameplay.
Map Design: 5
Good terrian mixing, nice use of eye candy. You had everything needed to makes the maps be workable without being superflous.
Story/Instructions: 5
Not much to say here. You didn't give a recon section or history but I guess their was really no way to incorporate that in. The story gave you what you needed to do, which was good enough.
Additional Comments:
I have to say that this was the best campaign I have ever played. It must have taken you forever to complete this but the finished product speaks for itself. |
HGDL v0.8.2 |
Rating |
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4.9 | Breakdown |
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Playability | 4.8 | Balance | 5.0 | Creativity | 5.0 | Map Design | 5.0 | Story/Instructions | 4.5 |
Statistics |
Downloads: | 15,409 |
Favorites: [] | 5 |
Size: | 3.57 MB |
Added: | 03/05/02 |
Updated: | 04/04/03 |
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