Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Workshop Design Contest > (2017) - Competitive Scenario Reviews
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Creativity (24/25) - Pick up your relic(s) and bring it to your monastery. Not sounds too special, but this map gives so much twist to this "simple" task, that is unbelievable. A bit like TTF race game, but you not have rounds, just one big task.
Playability (21/25) - Task is simple, shop is clear and easy to figure out what to do, but it's not that quick. You have to make a plan when better forwarding, or just making an allied army, otherwise, prepare to die and run a lot.
Replayability (16/20) - While the idea is fun, the lack of contact with other players makes it feel you just race with a timer, not an actual competing like TTF example. The small randomness and strategy-building with fun gameplay of-course is the major point here.
Balance (12/15) - Everyone can play in his own style, but in long-term it may worth look on others too what they do. Even if you fail at begin, you still can reach the monastery as first, but the good shop-managing is too important. It's maybe not a "step-by-step to win" FFA map, but it requires a bit too much experience from previous games to have a chance to win.
Design (15/15) - Complex triggering without lag, a nice eye-candy full terrain, and the good ideas makes this map so unique. Definitely a great work!
Overall: 88 from 100
- collin defense blood by 09collinsjc
Creativity (19/25) - Do you love/hate being defender/attacker in a TD-like map? Here you do both! This is a great map to mix the hunter/prey TD maps into a competitive game.
Playability (22/25) - You not have to learn too much how to play this map, simply build towers, control your armies and use the shop. Teamwork is essential, but taking roles can make easier, if managing both side of map is too frustrating.
Replayability (18/20) - This map can be fun again and again. Lot of strategy and tactical option is available, but the lag from the huge armies can reduce the joy factor really fast.
Balance (11/15) - Both team have same opportunity, but from a bad begin you hardly can stand up in mid game, which can decide the winner team too early. This map in FMT vs random can be a bit unfair, as the who-what-where-do is really important.
Design (7/15) - While the triggers are fine, the terrain not looks too that great and not a perfect mirrored sides. A bit less gaia objects and better edges could improve on it.
Overall: 77 from 100
- Fate of Middle Earth (Lord of the Rings) by [Beor]_Damrod_
Creativity (12/25) - There is no year without a new LotR map, but sadly, there is not much improvements. While the concept is still great and famous, new ideas are hardly found.
Playability (16/25) - If you are new to the map (or more-like the gene), prepare for the massive clueless. Between the massive amount of armies the key-characters, side-quests and important locations are really hard to find/follow without help or experience. The biggest minus for this kind of maps is the huge game-lag, which nearly makes it unplayable.
Replayability (17/20) - If you like LotR, RP elements, this map style and figured out what to do and what not, definitely can be played again and again. Playing with friends is recommended, while in real competitive way I hardly can imagine it.
Balance (10/15) - It would take lot of matches and analysis to decide how is this map is balanced. The 1k+ army for each players, the special heroes and key-characters and locations makes it hard to follow what is going on, but the table can easily flip by the way as the story goes.
Design (5/15) - There are really few eye-candies, the map is lack of trigger tricks and usage of UserPatch features. I not see uniqueness in this map, while it had potential to be different from the other LotR maps. Maybe in the future we can see a ToME and UP1.5 based one with new ideas.
Overall: 60 from 100
- Gold'n'Roads by [dv8]OrangWuTang
Creativity (20/25) - While the idea is not new, they way it was made is really nice. This map is mixing Risk-gameplay with CS style in a cool snowflake-shaped cliffmaze.
Playability (23/25) - The simple shop-research and unit creating by your respawning (but limited) king is a great idea. Controlling the mining camps are not easy while you have to push your army to deal with an enemy, but really fun.
Replayability (18/20) - Building up a strategic can be made in many different way and with included teamwork it's really addictive.
Balance (14/15) - The civilizations and starting locations are not affect as much as the way you play this map, so it's quite balanced.
Design (11/15) -While it had some bugs with shops, and triggers may a bit overnumbered, the overall look (specially the minimap) is well done. This map has a great potential and I hardly recommend polishing it!
Overall: 86 from 100
- Random Labyrinth by [MM]Zix
Creativity (25/25) - Labyrinth maps were already rare in aoe2, but this one not just do the impossible as being a random labyrinth, but even on some high-level triggering with a great idea what is your purpose on this map!
Playability (24/25) - Really simple what to do, since you can only build few buildings and exploring, capturing relics, avoiding wolves and sniping enemy villagers/towers. It not takes lot of effort to learn how to play, but wining is much harder, as you lose your captured relics if your villagers dies.
Replayability (18/20) - You will never have the same maze again and you may never play the same game with same result. While the randomness is really fun, it have some side-effect too.
Balance (12/15) - Being random not always makes it fair. You may spawn between enemies and you hardly can move/build anywhere and wolves also behind you, but the respawn also random and you can have a new beginning somewhere-else on the map. It need more luck than skill to win, but it not makes it unfair, as you can try rush or being less offensive and building up your safe-corner.
Design (13/15) - The map-design alone not looks that special (and not have to), but you can improve it by the data-mod version. The more than 10.000 triggers behind this map are simple incredible, and makes it one of the best I have ever seen.
Overall: 92 from 100
- RM 1v1 and RM 2v2 by aaRmaN
Creativity (1/25) - A TC, some villagers with sheep, houses and a gated wall. The map tries to mimic the Arena random map with extra water for separating, but with a lot of (but far away) resources. And that's all.
Playability (10/25) - Simple, rm gameplay with some defense from rushes. Resources too far for a good begin and quite boring compared to real random maps.
Replayability (5/20) - You may can try with different strategies and civilizations, but the map not provides any extra gameplay-experience in a new match.
Balance (13/15) - A fair mirrored start for players, but that's all. Only strategies and civ have effect on it.
Design (1/15) - No story, no triggers, no eye-candies, kinda nothing just a flat land.
Overall: 30 from 100
- Roulette Blood by +[MM]jason
Creativity (22/25) - A CB-RCB-CBA-RTD mix cannot be wrong, right?
Playability (25/25) - Gameplay is similar to any other CB maps, but the randomness for your units (and for your enemy, if you want) gives a lot of option to play it. Use wisely your shop.
Replayability (19/20) - If you are adaptive and good at improvising, then this map is a great chose to play it over and over again.
Balance (13/15) - You and your enemy can have the same or a counter unit. The randomness both fair and unfair at same time, but luckily you can panic-switch if need.
Design (14/15) - At the first sight, the map is a simple blood map with some random tricks, but the way as the Userpatch1.5 was used is revolutionizing. Example the new building anti-delete system, weathers or the civilization music-themes. This map is good example what is the next-gen CB map should be.
Overall: 93 from 100
- Tale of Years by Icey
Creativity (13/25) - An other LotR scenario, with minimal changes. Sidequests are explained well on the map's page with other useful informations, which is a good help for beginners.
Playability (17/25) - The extra kill rewarding and civ bonuses gives some extras compared to other LotR scenarios, but rest of the gameplay-experience is similar with all positive and negative effects.
Replayability (17/20) - If you are into the LotR, the RP maps and like the huge battles between thousands of units and can deal with the lag, then you will enjoy this map.
Balance (10/15) - As with the other LotR map, deceding how it's balanced is quite hard and take lot of effort to give fair score to it.
Design (6/15) - The map overall looks more clear compared to the other one ( bit like europe maps), and a bit better trigger usage, but still lack of uniqueness and possibilities.
Overall: 63 from 100
- The Pinnacle of Stupidity! by [MM]Gwayle
Creativity (21/25) - Compared to other hunter/prey games, this one not looks like others, and this small-map idea is a good and fun choose with this fast villager running/buildspeed. Sadly it's still yell how the making was rushed and unfinished.
Playability (18/25) - While it's quite simple who what do, both preys and hunters lack of options of choices, and not because of the size of the map, but simply too few ways to play.
Replayability (15/20) - After few tries, no mater how the map ends, you will feel: this is good, just something is missing. The idea is good and while hardly could imagine this in competitive way, with friends it's a recommended mini-map.
Balance (8/15) - The lack of options, hunter chooser, settings, difficults and other missing elements makes it really static how this map is going. While there is no general imbalance, overall it had more potential.
Design (8/15) - The base idea is good, but the map is undone. With some fixing on triggers and polishing on details, it could be far better.
Overall: 70 from 100
- Zotten Blood by ['RB']Dan
Creativity (5/25) - 99999 res scenarios are not new and maybe only the map layout shows something new.
Playability (19/25) - The lack of space, the pressure and the many viable strategies gives joy to this map, but kinda that's all.
Replayability (14/20) - If you like the pressure during the early gameplay and just want to mass your army/buildings on few tiles wide lands, this is a great map for you to try, even if you can many other similar.
Balance (13/15) - There isn't any major balance problem regardless of starting location from enemies and civilizations.
Design (4/15) - While the terrain looks nice, there is nothing special in the design.
Overall: 55 from 100
The Pinnacle of Stupidity - by Gwayle
Fate of Middle Earth - by Damrod
Tale of Years - by Icey
RM 1v1/RM 2v2 - by aaRmaN
Random Labyrinth - by _Zix
Roulette Blood - by Jizzy
Gold'n'Roads - by KoolSavas
A Holy Crusade - by Phleg
Collins Defence Blood - by 09collinsjc
Balance 15/15 - Some of the store upgrades seem questionable in terms of balancing, either undervalued or overprices, but it should not be too much of an impact on the game. Small imbalances with Random civilization.
My map is completely original and I have created hundreds of triggers from scratch with the help of trigger studio. No part of my map was copied from another scenario. While the design and concept was inspired from td / defense / king resource based/ bloods/ unit spawning maps, it is entirely my creation from each part of the terrain to each trigger and created from nothing.
Thank you to all who participated in the 2nd Scenario Design Contest!! My reviews are as follows. If you have any questions about the way I scored your project, please reach out to me. I am also pretty active in the Custom Scenario lobby too. I have also provided a guide on what I am looking for as I rate each aspect of each scenario, which you can find right below:
Creativity (25)
Is the map an original idea or merely a carbon copy of a previously well-known map? Are there randomizers and/or multiple strategies that can be executed? IF it does bear a resemblance to other maps, are there plenty of elements that make it stand out anyways?
Playability (25)
Is it as bug free as possible? Does the map crash upon certain conditions? Does the scenario flow smoothly or is there often a lot of lag? Is it easy enough to understand what to do for new players?
Replayability (20)
Are enough players going to be wanting to play the map over and over to where it has potential to be established as a classic? Are there elements to the maps to where players will want to come back for and attempt to master?
Balance (15)
Do all players have as equal of a chance of winning as possible? If it’s a team game, do each teams get the fair and relatively same opportunities? Are there certain player slots to where you can easily take an unfair advantage compared to others?
Design (15)
Is the map design symmetrical and even enough while simultaneously providing elements that beautify it? Does it actually look like some time and thought were put into it, or was terrain lazily slopped on? Are there additions to the map design that are uncommon or original ideas that compliment the scenario?
Additional Comments:
Total Score: (100)
GOLD N' ROADS
Creativity (23/25)
The idea of this scenario is innovative, fresh, and fun! Though it still bears a resemblance to Risk (as the creator states), it brings new methods to the table.
Playability (9/25)
Unfortunately the map takes a hard fall here, as many many bugs were unearthed. I had to reach out to the creator for more clarity on how to win, how to make it playable, and how to capture other bases. If this scenario does not have a full load of 8 players, it is nearly unprogress-able. To further hurt the playability is the fact that the instructions/hints/scouts feature very little on what to do, which aids the lack of clarity. After I tried it on single player with 8 computers, things flowed more smoothly even though a smaller handful of bugs were found: The more bases you captured, the more military units got detected in the stores which meant that you could have less out in the field. I was lucky to have had the middle castle captured so I spammed my unique unit instead.
Replayability (11/20)
Without the bugs, this map has a great potential to become fun and addictive and could even enter a routine league with the right crowd. Unfortunately it has bugs, which damages the Replayability in addition to the Playability.
Balance (13/15)
All starting bases hold the same features. The only imbalance would be in civs, but the maker implemented specialties for each of the 18 civs.
Design (13/15)
Though not featuring much eye candy, the symmetrical and even layout compliments the scenario nicely.
Additional Comments:
I would have liked to have scored this creative project higher, as I love the idea of this competitive map. With the proper fixes applied, it could really make a solid launch in the community. I hope you will be able to fix the issues with it.
Total Score: (69/100)
FATE OF MIDDLE EARTH (LORD OF THE RINGS)
Creativity (18/25)
LOTR maps themselves are somewhat creative versus maps compared to the others played in AoE, but as for this one being any more creative than its predecessors… not so much. The side quests, incentive to block your opponents from fulfilling their side quests, strategizing which lands you own to prioritize and which others to give up are all fine and good.
Playability (11/25)
One ugly word: lag. With literally thousands of units crammed onto the map, it slows the flow of the game. Though LOTR maps have their certain perks, it would be extremely confusing for the new players to try to get into it, as it’s overstuffed with side missions for each player, and while you’re constantly hunting around the map to figure out where to send your heroes to for bonuses, or figure out which enemy forts would be more convenient for you to take, the more knowledgeable enemy has already slammed down your front door and stormed the key components of your base. Even explaining to the newbies how to win will be difficult, as my testers repeatedly expressed how they had no idea what to do.
Replayability (16/20)
As long as players don’t storm out for having no clue of what to do and actually develop or hold a preexisting fondness for the LOTR world (like me), or don’t mind attempting to master a large pop map, it can be addicting on a few more tries, as LOTR maps sometimes are for me. Lots of dedication would be required, as you would have to study this map like a college course.
Balance (8/15)
At least this one is 4v4, but doesn’t deduct the issue that not only do players not have the symmetrical or fair starting positions (lot of bases crammed right next to their enemies), but completely different combat heroes and armies, and LOTR games always revolve around ranged units. I would have liked to have seen a LOTR map where it’s not revolving around the ranged units, as you can add lots of armor to certain groups nowadays and influence the strategy more effectively.
Design (12/15)
If you are able to look past the color spams on the map and mini-map, you can see that the creator put in some care and detail. It somewhat resembles the LOTR universe and to the movies, though there isn’t much eye candy to be found. The chart in the top corner was a smart idea on organizing victory and side quests.
Additional Comments:
It is fun stepping into a LOTR map into the AoE world, but a lot needs to be carefully manufactured in order to really make it work. Comparing it to other LOTR maps, there isn’t much that makes it stand out and memorable.
Total Score: (65/100)
THE PINNACLE OF STUPIDITY!
Creativity (21/25)
This map gives fresh ideas to it, though it takes after Fast Vills TD a bit, but on a mini level. As far as Hunter/Prey maps go, this one is a bit of a standout.
Playability (20/25)
So long as players understand the way hunter/prey maps go, it’s easy to pick up. Pretty much lag free, which is always nice. The constant and often unpredictable speed up and slow down of your villager gets a bit frustrating. No bugs detected.
Replayability (16/20)
Pinnacle easily has potential for players to want to replay and try new strategies. However, being such a mini game and map, they would likely get bored after a while and want to find a new hunter/prey map to enjoy.
Balance (6/15)
It’s hard to find any hunter/prey map that you can really call balanced. For the prey, effective and nearly flawless teamwork is a must, which is usually rare to find. Further, finding a hunter who won’t be weak and get frustrated to the point of quitting early, or too skilled and end the map in fifteen minutes flat… everything has to work out perfectly for this map to really flow as the creator had meant for it to.
Design (6/15)
Super small and basic. One that players can get way too familiarized with allowing for little creativity in forming their bases, or where hunters strategize attacking first.
Additional Comments:
I like the execution of the mini hunter/prey idea. It may be considered a little too mini but it’s a shorter map that even has a storyline! Most players seem to enjoy less time consuming maps, so this could be a fit for some.
Total Score: (69/100)
COLLIN DEFENSE BLOOD
Creativity (20/25)
Though it has been done before, tower/unit defense versus maps are always fun to explore and learn. It’s a mix of hunter/prey for both sides as well as TD. A versus, rather than just a coop, makes things a bit more fun and interesting.
Playability (14/25)
It starts off fine and gentle, as both teams are given a decent amount of time to prepare their defenses and strategize. However, as the game progresses it begins to lag more and more as attacking units flood out uncontrollably and with delay as they are tasked to the wonder. And speaking of uncontrollable, the units are all tasked to the center of the enemy base when flooded out; not only are they extremely difficult to control and task into the enemy buildings you want to hit, but a patrol effect (or something of the sort that makes it more clean) would be much more helpful.
Replayability (16/20)
It has some potential to draw the tower/unit defense crowd into going round after round on it if they are able to tolerate the lag and difficulty in unit tasking.
Balance (13/15)
Both teams are given the same attacking units, defense, and store options. Each teams’ bases hold the same features and starting units and tools.
Design (13/15)
For a competitive map, it was designed suitably. Needs more to beautify it though.
Additional Comments:
It’s fun to try out. I don’t think I’d make a habit of playing it but it would be enjoyable enough to dip into once in a while.
Total Score: (76/100)
TALE OF YEARS
Creativity (17/25)
Another LOTR map that rings a scoop of creativity when compared to other versus maps. Like the other LOTR entrant, as for it being any more creative than its predecessors… not much to note. It also has the side quests (not as much but a fair enough amount to keep players entertained), and that same incentive to strategize on your opponents.
Playability (10/25)
Like most LOTR maps, the lag from the overhaul of units really dents the ability to enjoy it. I start off with roughly 1600 units in a seven player game. It’s another LOTR map where only the seasoned veterans understand what is going on and the new players are very confused. Though the instructions give players an idea of where to do, their experienced opponents are likely to slaughter half of their forts before they decide on what to do, or get frustrated and quit, like how some of my testers did.
Replayability (16/20)
For the noobs who aren’t too discouraged or fed up with the lag, this can draw in recruits. Give them a lot of timing and patience, and veterans who are willing to teach and a map like this can enlarge the LOTR AoE crowd.
Balance (7/15)
It’s four on three, with a different array of units and bases, and uneven positioning. It has the typical “ranged units are the key” LOTR orientation. LOTR mapmakers should really be putting in priority to changing that and providing counter armor to a lot of units, like Uruk-Hai.
Design (13/15)
As far as LOTR maps go, it’s not terribly bunched up and overstuffed. Each player has a little more breathing room than the predecessor maps.
Additional Comments:
Another LOTR map that needs features or a format to make it stand out from the rest, though they are still enjoyable to try and attempt to master.
Total Score: (63/100)
RM 1V1 AND RM 2V2
Creativity (1/25)
Nothing is standing out on this map. It’s dull and looks like it was done in less than five minutes.
Playability (9/25)
At least it has no lag or confusion on what to do, as it has zero triggers and players would quickly figure out that it’s like a normal RM game. However, the trees are very far away and the creator didn’t even bother to put in shallow water on the shorelines for docks to be made. And there are absolutely NO fish.
Replayability (1/20)
These maps hold no features that will draw back RM’ers to try it over and over. They would gladly prefer Green Arabia of Black Forest instead.
Balance (10/15)
It’s symmetrical enough and players have the same starting tools. Nothing more to really be said.
Design (2/15)
No triggers, nothing to beautify the design, and it looks like it took maybe three minutes to do the map design.
Additional Comments:
These two projects clearly have little thought or effort put into them. Also, making a Custom Scenario Random Map and expecting it to become popular is an uphill battle and needs a tremendously larger amount of effort, design, and creativity.
Total Score: (23/100)
RANDOM LABYRINTH
Creativity (23/25)
A short versus map, with elements that will hook the players. Randomizers towards the players and the map itself are always a huge factor when introducing a new versus map that a creator will hope the players will enjoy!
Playability (21/25)
No lag, no bugs. Players may occasionally find themselves respawning in a spot where they get stuck, in which they can delete their villager and start over in a new spot, and also risk respawning in enemy fire. Other than that, it is very simple to pick up (as long as you read the instructions or the starting chat) and to strategize.
Replayability (18/20)
It’s short and simple and would more than likely take a long time to wear out players, as my testers went on to have rematches after I initially recruited them to help me. I myself found it fun to rehost over and over.
Balance (11/15)
Randomization is great, but can place a slight dent in the balance as starting positions will never be 100% “fair”, but the fact the everyone has an equal chance of being in a good or bad spot is a way of balance itself. The relic carts you need to capture are also constantly randomized, and the same argument applies to that aspect as the starting and respawning positions.
Design (15/15)
The only entrant with a randomized map design! With the mod (which makes the map look prettier), it’s a nice feature that stands out and has you never know what to expect, or where you will start.
Additional Comments:
Overall a very innovative, addicting, and enjoyable versus scenario. It holds a strong potential to be featured in leagues and for recreational play. First seeing and playing this actually reminded me a bit of the Rambit and Impeached days where a new map and idea was brought to the table.
Total Score: (88/100)
HOLY CRUSADE
Creativity (24/25)
A very unique and unreal monk racing map with a level up system and variety of strategies you can take to attempt to cross the finish line first; very fine innovation.
Playability (23/25)
Easy to pick up and learn, as a brief and mandatory starting tutorial is at the start of the game. It might be confusing for the noobs, as it was for two of my newbie testers, but with a pinch of dedication and willingness to learn, it’s easy to master. It mainly takes patience and a somewhat well drawn balance between accumulating gold from holding the relic, timing on converting units, and spending the wiser upgrades.
Replayability (14/20)
This is a scenario that is easily capable of corralling a group of CS players to routinely enjoy. As enjoyable of a race that it is, it is also a very long one that many may not be in the mood for making a habit of playing.
Balance (15/15)
No unfair advantages or disadvantages were detected, as each player has the same exact starting positions, same exact areas they must bypass, and same upgrade options and starting stats (provided that everyone picks the Aztecs). The line race column methods are even more notable for balance than the average versus map.
Design (14/15)
Loaded up with eye candy in each area, as each level was carefully thought out and given attention to detail. The map design is the exact same for all players in the column race.
Additional Comments:
An enjoyable race with loads of time, effort, and detail clearly installed into it. It may not be prime for the noobs who prefer the thinkless maps, but for anyone else it is definitely worth a visit.
Total Score: (90/100)
ZOTTEN BLOOD
Creativity (1/25)
A more appropriate title for this map would be “Lustful Encounters Remake”. It’s the same exact thing with a little more initial starting room. There are zero triggers to this map and it doesn’t seem at all like there was much thought put into it.
Playability (22/25)
Not laggy, easy to pick up, short, and lacking bugs (as there are no triggers).
Replayability (16/20)
If players manage to prefer this over Lustful, it’ll be addicting enough to enjoy and play over and over. Like Lustful, a handful of players who stuck with this map will want to rematch again and again.
Balance (11/15)
Same starting units and a fair and decent starting area for all eight players, though the corner spots are more likely to exercise an advantage.
Design (7/15)
Though the design doesn’t have anything pretty or unique about it and looks like it took a mere five minutes to do, but it is at least symmetrical and clean.
Additional Comments:
It is capable of picking up and being enjoyable even though there is a clear lack of effort and content.
Total Score: (57/100)
ROULETTE BLOOD
Creativity (23/25)
A sincere deal of randomized competitive scenario play always keeps the game fresh and exciting. While most competitive maps give a set path of units and level ups, or set units dependent upon civs, this one is entirely reflective upon chance, similar to Roll the Dice but with much to contrast.
Playability (24/25)
Free of lag, errors, and bugs for as far as I have tested. Pretty noob friendly, though not to the heightened extent of CBA. With a look at the instructions and starting texts, players should easily be able to figure out what to do. This scenario holds a strong chance of gaining popularity as bits of it resemble a CBA layout and format, but still holds its own touch.
Replayability (18/20)
This map calls out the gamblers in CS players and gets addicting after learning the ropes. The only users it would scare out are the ones that don’t like randomized play.
Balance (13/15)
No unfair advantage is given to any spot, as each player has the same exact starting tools, minus the randomized stuff. The randomization argument applies here, as each player hold an equal chance of receiving an upper or lower hand.
Design (12/15)
Organized and clean cut. I would prefer a pinch of eye candy, but it is sufficient for a versus map.
Additional Comments:
A fresh and original idea with a good potential of gaining popularity. With the large load of possibilities, it’ll hold the crowd’s interest and excitement for some time if it takes off.
Total Score: (90/100)