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本帖最后由 yesgqt 于 2017-4-25 08:31 编辑
我这里选了5篇AOKH的官方评分翻译成中文,对制作随机地图有兴趣的同学可以看一下。但即使是官方评分,主观好恶的因素还是很强。而且AOKH上即使是4分以上的地图,也基本都只有一两个评分,这里也看出随机地图在AOKH也是冷门项目。所以评分的高低并不能完全反映作品的水平,只能供参考。大家可以对照着图看一下评分人的关注点主要在什么地方,有哪些要注意的问题。
几张地图之前女皇萌雨同学都在本版介绍过,我会给出链接。
1、甘道夫的森林(Gandalf's Forest, by RF_Gandalf in 2002)
AOKH总评5.0,官评5.0,民评5.0
介绍帖:
https://www.hawkaoe.net/bbs/forum.php?mod=viewthread&tid=119690
作品发布&评分原帖:
https://aok.heavengames.com/blacksmith/showfile.php?fileid=4744
评分:5 by Berserker Jerker in 2004
题材:5
甘道夫的森林是一个非快攻黑森林地图。黑森林地图的意思就是各个玩家间用树隔开,从而避免快攻。甘道夫的森林在这一题材上更进一步,每位玩家与敌人之间用树隔开,与盟友间却有一条树林间的小路相连。一般的地图中,每位玩家能够控制很大片的区域。但在甘道夫的森林里,有很多小块的互相分隔的空地。空地上有多种资源,有时还有圣物。这使得它与其他的黑森林地图截然不同。我从来没有觉得这么好玩过,而且在砍树的时候,对树林的另一边充满了期待!
视觉吸引力:5
看到甘道夫的名字,我就知道地图一定很漂亮而且多样化,这次也不例外。甘道夫的地图一直都很赏心悦目,会使用多种地形和装饰物。每一次玩这张图,会有松树林、橡树林或热带丛林等不同的景观,非常的多样化,并且看起来很自然。这些都证明了作者非凡的能力。
可玩性:5
每位玩家开始的时候都有惯常的农民、TC、斥候以及合理数量的资源。地图上一般有5个圣物,通常都会树林间的空地上,和金矿和石料在一起。穿越树林来到这里,会给喜欢探索的玩家以丰厚的回报。非快攻地图会让不同水平的玩家间更加平衡,但这张地图似乎更进了一步。有很多次,我都发现被水平比我低很多的对手偷袭了。树林间的那些空地真的增加了很多可玩性,因为你在探索树林对面的空地上有什么的时候,这种期待常常会让你忘记了定位敌人的位置。和AI玩会相对没那么好玩,因为AI很少会砍穿树林来到你的老家。但如果你和一个高质量的定制AI对战,当你最终突破到敌人老家的时候,还是非常有挑战性的。
总结:
甘道夫的森林是我印象中最好的黑森林地图,它的亮点非常惊人。我从来没有觉得哪个这类地图有这么好玩过,我都记不清玩了多少局了,都有点玩腻了。如果你想玩非快攻地图的话,我鼎力推荐甘道夫的森林,这是你最好的选择。
译者点评:
甘道夫的森林是早期RMS中的经典作品。它在AOKH上得到了5个人的评分(2官评3民评),且全是满分,是所有满分RMS中最多的,所以应该算是含金量最高的满分。它最大的亮点就是树林间的那些空地,给人更多探索的乐趣,偷袭也变得相对容易,围绕着空地上资源的争夺也会很有戏剧性。同时这些空地也让树林的层数减少,即使没有重投,砍起来也不会很费劲。
虽然从视觉上我觉得还是略显单调,并没有其他一些地图那么好看,但考虑到是02年的作品,大家打分的时候在这方面要求没那么高,或许也可以理解。
Theme 5
Gandalf's Forest is a no rush "Michi" style map. "Michi" meaning a map where each player is separated, usually by a band of trees, thus preventing an opponent executing an early attack upon you (Flush). Gandalf's Forest takes this theme one step further though, each player is separated from their opponents by numerous bands of trees, and connected to any allies via a thin path through these trees, but instead of the usual large areas that are controlled by each player, there are numerous small isolated pockets. Within these are various resources, and the occasional relic. This certainly sets the theme apart from other michi style maps, and never have I had so much fun, and anticipation of what lies beyond, when cutting down trees!
Visual appeal 5
As with all scripts bearing the name Gandalf, I've come to expect quality and variation in visual appeal, and Gandalfs forest is no exception. The maps are always a delight to view, with a good blend of terrains and eye candy used. Each time you play the map will be predominately Pine, Oak, or Jungle terrains, offering variety, and these are always very natural looking. This is a true credit to the author's outstanding ability.
Playability 5
Each player starts with the usual villagers, Town center, a scout, and the same reasonable amount of resources. There are the usual 5 relics on the map, and these are generally in the isolated areas on the map as are extra gold and stone deposits. Getting to these by cutting through the trees offers high rewards to players willing to search. As with all no rush maps, there is improved balance for players of varying difficulty, but Gandalf's forest seems to take this one step further and many times I have found myself being out flanked by players of considerable less skill than myself. The many isolated "Glades" or pockets really do add to the game play. You will find yourself chopping through in to these to find what lies beyond, and locating the enemy is often forgotten about with the anticipation of what lies hidden in the forests. Playing against AI players is less fun, as the AI rarely breaks through to your base, but playing a good quality custom AI offers and exciting challenge when you do finally break through to the enemy's base.
Summery
Gandalf's Forest is in my opinion the best Michi type map there is, and the fun factor is incredible. I have never had so much fun playing a map of this type, and having played it already more times than I can remember, I am yet to tire of it. If you are looking for a no rush map you won't find a better choice, and I highly recommend Gandalf's forest. |
2、阿尔卑斯山脉(Alpine Mountains, by Magnum Zero in 2004)
AOKH总评5.0,官评5.0,民评5.0
介绍帖:
https://www.hawkaoe.net/bbs/forum.php?mod=viewthread&tid=119687
作品发布&评分原帖:
https://aok.heavengames.com/blacksmith/showfile.php?fileid=4867
评分:5 by Berserker Jerker in 2004
题材:5
顾名思义,地图的设定是阿尔卑斯山。大地被冰雪所覆盖,高地的运用也恰如其分。作者也使用了大地之母单位“山脉”来强调这一点,并且做得很好。没有多少脚本敢于把“山脉”和雪地结合到一起,我怀疑是因为“山脉”上面有绿色的草,放在雪地上比较违和。但在这张图上看起来很和谐,并且增加了吸引力。
视觉吸引力:5
这张地图我已经玩了很多局,单机和联机都打过,每一次的地图都赏心悦目。阿尔卑斯山的设定非常好,作者为了体现真实的景观作了很多努力。这张图是基于雪地的,很多人不喜欢雪地(包括我自己),但是这张图把多种地形、山脉、悬崖、树木、岩石、花丛以及一些很好看的湖泊很好地混杂在一起,让你不会因为是雪地而拒绝它。多种地形和高地的混杂,使地图看起来非常舒服,这也反过来让那些荒凉的景象更好看了些。我只希望帝国里能够有“雪山”的单位,让这张图变得更好。
可玩性:5
初始时通常会被树木或悬崖所包围,只有一些小路使TC与外界相连,这使得防守较为容易。这也反过来让玩家有一些比较好的策略,不管是对于进攻还是防守。这也帮助新手玩家抵御快攻,并让不同水平玩家的胜算更加平均。如果你喜欢黑森林地图的话,阿尔卑斯山在玩法上比较类似,但有一些让人耳目一新的变化。唯一的不足之处在于有时候发展空间非常狭小。这对于人类玩家来说不是大问题,还能增加一些乐趣。但对AI来说会比较麻烦,因为有时它的建筑会直接把路给堵住,这样在它出兵的时候就会发生交通堵塞,从而大大降低了AI的能力。大部分情况下都不会这样,只是偶尔出现。不过一个更加严重的问题是,AI在封墙的时候,有时会把一条路封住但不修城门,这样就把通往资源的路给堵了。我已经见过了几次这样的情况,AI为了开采这些资源,会让农民绕一大圈,直接从敌人的基地穿过去,他们的下场就可想而知了。如果你想和AI对战的话,我建议你给它们选哥特民族,这样它们就不会封墙了。另外一个办法是和不封墙的定制AI打。我个人觉得这更多是AI的缺陷,而不是地图的错误。但不管怎么说,这是玩家需要注意的。我不会因为这个而扣分,因为评分指南上写着:“大部分随机地图脚本都是为联机对战设计的,脚本不应因减弱AI的能力而扣分。”
地图的资源很平衡,每个玩家都有相同的合理数量的资源,不像有些脚本那样过于丰富。地图上有很多有鱼的湖泊,这是个很好的尝试,它对你早期的经济有很大帮助,所以早点找到他们很有好处。每一局都会有5个圣物,且分布均匀,让你至少能有机会得到一个圣物。有时资源会集中在一小块区域,但并不是完全封闭的。主要的资源都会离你的初始位置很近,且很容易得到。
作者提供了两张地图供下载,第二张地图和第一张基本相同,但是有稍微多一点的资源,且有10个圣物。你也会有僧侣和修道院,从而体验完全不同的游戏方式。这是一个很好的尝试,能够提供不一样的玩法。
总结:
总的来说这是个非常好的随机地图脚本,有出色的设定,美观的景色和很好的平衡性,并让玩家有机会运用一些玩法策略。我已经在这张图上玩了很久,强力推荐大家下载。
译者点评:
阿尔卑斯山得到了1个5分官评和2个5分民评,满分数仅次于甘道夫的森林,但我觉得视觉上要好很多。玩法上类似于黑森林,但会有一些偶然性,有些玩家周围树很多,有些则相对空旷。
Theme: 5
The setting is the Alpine Mountains as the name aptly states, with primarily snow-based terrains, and good use of elevation. The author has also used Mountains to emphasize this, and done an excellent job here. Not many scripts venture in to the use of Mountains with snow terrains, I suspect this is because the mountains are green around their base, and sometimes look out of place against a snow setting. However in this script, they seem correct, and certainly add appeal.
Visual Appeal: 5
I have played this map several times on various settings, against both AI, and human players. Each time I have been presented with a delightful looking map. The Alpine Mountains setting is very good, and the author has clearly put a lot of effort in to creating the right look for this. The map is always Snow based, many people don't like Snowy maps, myself included, but this map has a good mix of terrains, mountains, cliffs, trees, rocks, flowers, some very nice looking lakes, and you should NOT be put off by the thought of a snow map. The maps are always easy on the eye, and use a mix of terrains and elevation to good effect. This in turn improves the otherwise stark look that some snow maps can give. I only wish there could have been mountains with snow on them available in AOK, to compliment this delightful script.
Playability: 5
The starting locations are always easily defendable, generally surrounded by trees, and cliffs, with a few paths/entrances to the Town Center. This in turn offers some good strategic decisions for the player, both from a defensive and offensive point of view. It also helps a novice player defend against a flush, and generally helps even out the odds with players of different experience levels. If you like Black Forest random maps, then Alpine Mountains is similar in game style, and offers a refreshing change. The only downside is that sometimes you can be rather restricted in room for building your base. This is fine for human players, and can enhance a player's enjoyment. However this can cause problems for AI players, and occasionally it will place buildings directly blocking a path to its own base, then as it creates units at this building, it causes a severe traffic jam. This in turn destroys the AI's ability to mount an offensive strategy. It is rarely a major problem, more of an occasional annoyance. A more serious issue is with the AI's walls, often the AI will build a wall across a path without a gate, and block a route to a resource. I've seen this happen a few times, and due to the layout of the maps, the AI will often send villagers on a diversion to these resources, which marches villagers straight through its enemy's base ensuring their doom. If you do play this map with AI players, then I recommend setting Goths for them, as they can't build walls. Another solution is to play against a custom AI that doesn't build walls. I personally feel this is more a shortcoming of the standard AI, rather than a fault in the map, but nonetheless it is a problem the player needs to be aware of. I haven't deducted anything from the score for this, to quote the review tutorial "since most random map scripts are written for multiplayer use, no script should be demerited for lack of AI functionality".
Resources are well balanced, each player gets the same reasonable amount, but not overloaded as some scripts can be. There are always some lakes on the map that contain fish, this is a nice touch, and can aid your economy greatly in the early ages, so scouting them out can be of great benefit to you. There are the standard 5 relics each time you play, and they seem well spread out over the map, ensuring you should get the chance to obtain at least one relic. Occasionally resources can be in restricted areas, but not completely blocked in. Your main resources are always close to your starting location, and are always easily accessible.
The author includes two maps with the download. The second map is essentially the same, but provides slightly higher resources, and 10 relics. You also start with a monk and monastery making for quite different game play. This is indeed a nice touch, and offers extra game play.
Summary:
Overall this is a very good Random map script, that offers a nice setting, is a delight to view, and has good balance, coupled with some great strategic opportunities for the player, I've personally had hours of enjoyment from this great map. I highly recommend you download this. |
3、落基山脉(TS@Rockies, by Gaspar in 2006)
AOKH总评4.8,官评5.0,民评4.7
介绍帖:
https://www.hawkaoe.net/bbs/forum.php?mod=viewthread&tid=119691
作品发布&评分原帖:
https://aok.heavengames.com/blacksmith/showfile.php?fileid=7425
评分:5 by Stephen Richards in 2006
题材:5
顾名思义,这个随机地图的题材是落基山脉。用作者自己的话来说,“是山谷、悬崖、森林、山丘和草地的自然混合。”作者描述地很好,让人联想到那未开发的荒地,以及在那里探索的挑战性。落基山脉的题材是通过不同的地形和一些其他的元素所表现的,我在“视觉吸引力”一项中会详述。景色很壮观,各种物件把大片的空地分隔开来。我没有玩过很多的随机地图,不太确定这个题材是不是全新的。但我从没有看到过这一题材,而且它让那些ES的脚本都相形见绌。
视觉吸引力:5
总的来说,这地图看起来很棒,地形、高地、悬崖、岩石、树木和野生动物的运用很出色。地形和不同高度的高地相混杂,但并不觉得突兀,它们非常和谐。地图上山脉很少,这让我很诧异。不过在我印象中,那些山脉并不太好看,可能作者用了一些相似的景观来代替。无论如何,高地、悬崖和岩石的使用已经创造了崎岖的山地。这基本上是个陆战地图,虽然有一些高山湖泊,里面有一些小鱼,但湖泊太小了,有时会被森林所包围,而且倾向于出现在地图边缘,所以基本上对游戏影响不大。有一些鸡蛋里挑骨头的建议:首先,湖泊经常有很多直角,并且夹在悬崖之间,看起来有点不自然(最好是能够让悬崖面对面,造成峡谷的效果,但我不知道这有没有可能实现(译者注:并不能……));其次,加一点雪地可能会更加好看。总的来说,我觉得装饰物用得恰到好处,作者并没有滥用,但也已足够,而且不至于把玩家的注意力完全从游戏的主要目的中吸引过来。
可玩性:5
可玩性也很出色。初始的TC、农民和斥候都在标准的位置,每一个TC周围都有相对较大的空间以供发展,周围4种资源都很丰富。树木、悬崖和其他元素的使用很利于玩家封墙(不像阿拉伯地图那么开放),但是又和黑森林截然不同。积极扩张持续进攻的玩家会有些优势,因此也适合封快。不仅火鸡和草料从,鹿群也离TC比较近,以作为只有一只野猪的补偿,不然封快就不好打了。地图上有5个圣物,有时被树林阻隔。以我的经验,标准AI在这张图上不会有什么麻烦,当然它还是很蠢。
总的来说,我觉得落基山脉是个非常出色的地图,能让每个人都玩得很愉快。我推荐大家现在就下载,来吧!
译者点评:
这个地图的树比一般的阿拉伯地图多很多,但是又少于黑森林。主要的卖点在视觉上,即模拟落基山脉的景观。但个人觉得变化还是少了点,比如高地上几乎只有落叶这一种地形。
这个地图的民评在可玩性上扣了一分,主要觉得悬崖太挡路,而且只有一只野猪,前期发展受影响。以及草料从比较分散,不好建磨坊。评分的合理性暂且不谈,但这的确提醒我们,对于资源的修改应该慎重一些。因为很多玩家都已经习惯了标准的资源配置,随便修改的话,很容易影响他们的游戏体验。当然如果是以资源的修改为卖点,并且在地图介绍中有足够强调的话,那另当别论。
THEME (5)
As the name suggests, the theme underlying this random map is the Rockie Mountains, in the author's own words, "a wild mix of valleys, cliffs, forests, hills, and meadows." The author's description is good and conjures up the essence of an untamed wilderness and the challenge of venturing out and exploring it. The theme of the Rocky Mountains is captured by the use of the different terrains, and many other elements which I'll cover under Visual Appeal. It's a big landscape, with the odd large open space but broken up by various elements. Not having played too many random maps, I'm not sure if this theme is completely new, but I've not come across it before and, having looked at a couple of ES scripts earlier, they pale by comparison.
VISUAL APPEAL (5)
Overall, this map looks great. There is good use of terrains, elevation, cliffs, rocks, woods and wildlife. Both the terrains and the (many) variations in elevation are subtly blended, with none of the transitions jarring. They are also consistent. I wondered about the scarcity of mountains but in my view they often look unsatisfactory and the author may have taken a similar view. In any event, the use of elevation, cliffs and rocks alone creates a rugged mountainous feel to the design. It is primarily a land map - there are mountain lakes with shore fish but they are relatively small, sometimes blocked by trees and tend to be towards the edges of the map so may not play a significant part in many games. A couple of pernickety observations/suggestions: firstly, the lakes tend to be rather rectangular and lie between cliffs which looks a little unrealistic (better if the cliffs faced each other to form a canyon effect, but I don't know if this is possible); secondly, a light smattering of snow might add something. Overall, I feel the balance of eye-candy is just about right - the author has not gone overboard but there is enough to appreciate without completely taking one's eye off the main purpose of the game!
PLAYABILITY (5)
The playability is also excellent. There is a standard starting position for each team of town centre, villagers and a scout. Each town centre is in a relatively large, open space to facilitate building, and all four resources are plentiful nearby. The use of trees, cliffs and other elements enable some chokepoints to be walled for defensive play - it is not as open a map as, for example, Arabia - but this is far from Black Forest, and the player who expands and goes on the offensive will have the edge. So, it would suit flushing. As well as turkeys and berries, there are generally deer fairly near the town centre, which may in part compensate for there being only one boar, something which would otherwise cause flushers to have to adapt the standard strategy. The map has five relics, sometimes blocked by trees. In my experience, the Standard AI has no trouble playing on this map (aside from it's normal terminal stupidity).
All in all, I think TS@Rockies is an excellent random map script which will provide anyone with many happy hours playing AoK. I recommend you download it now. Go on! |
4、热带(Tropicalago , by kralyk in 2011)
AOKH总评5.0,官评5.0,民评无
介绍帖:
https://www.hawkaoe.net/bbs/forum.php?mod=viewthread&tid=119682
作品发布&评分原帖:
https://aok.heavengames.com/blacksmith/showfile.php?fileid=11106
评分:5 by HockeySam18 in 2013
题材:5
题材相当独特,描绘了以浅滩和浅水所联结的丛林岛屿。它让我回想起蒙特苏马(译者注:征服者自带战役)的场景2和场景5.
视觉吸引力:5
对于一个随机地图来说,它看起来尤其漂亮!丛林、草地、浅滩和水混杂得相当好。可以稍微再加一点装饰,但这已经是我所见过的最好看的随机地图之一了。
可玩性:5
它的可玩性也非常独特。玩家们必须为了每一块土地和土地上的资源而激战,会引发很多僵持和大的战斗。同时水上力量也非常重要,因为岛屿都非常小,而且船可以到达地图的每一个部分。其中炮舰会尤其致命,因为他们可以轻松消灭掉敌人的整个基地。
附加意见:
玩这张地图会是一次很有趣的体验,我鼎力推荐给玩家们。说白了,我觉得在线对战平台应该多用这张图。
Theme: 5
The theme is quite unique, depicting many jungle islands connected by shallows and shallow water. It reminds me a lot of the Montezuma scenarios 2 and 5.
Visual Appeal: 5
Especially for a random map, this looks very nice! Jungle, grass, shallows, and water are mixed well. There could be a little more eyecandy, but this is one of the better-looking random maps that I've seen.
Playability: 5
The playability is quite unique. Players are forced to fight furiously for each spot of land and resource that they have, creating many competitive standoffs and large battles. At the same time, naval strength is incredibly important, as the islands are small and any part of the map can be accessed by boat. Cannon galleons in particular are quite deadly, as they can annihilate an entire enemy base without difficulty.
Additional Comments:
This map was a fun experience and is thoroughly recommended to players looking for hours of fun. Frankly, I think this should be hosted in online multiplayer lobbies more. |
5、湖上城市((M) City on the Lake, by Matei in 2000)
AOKH总评4.7,官评4.0,民评4.9
介绍帖:
https://www.hawkaoe.net/bbs/forum.php?mod=viewthread&tid=119709
作品发布&评分原帖:
https://aok.heavengames.com/blacksmith/showfile.php?fileid=4388
评分:4 by RF_Gandalf in 2001
题材:4
这个地图在这方面做了很多,作者真的花了很大努力让地图更加贴近“湖中的废弃城市”这一题材。地图看起来很棒,然而,这地图在开始游戏的时候经常会崩溃(3/3巨型地图,3/4中型地图,0/2微型与小型地图,0/1正常与大型地图)。如果作者知道地图会经常崩溃的话,他应该在地图介绍里向玩家说明这一点。很多人如果第一次打开的时候崩溃了,他就不会再尝试第二次。这就是我在题材这一项上唯一觉得不好的地方。此外,作者说地图中央的每块陆地间都会有浅滩相连,但似乎并不是这样,不过这个不重要。
视觉吸引力:5
这是我见过的最好看的地图之一。地形、森林等等的混杂做得非常好,装饰物也恰到好处。
可玩性:3
这一点上,这个地图有些问题。有时地图很棒,但有时会不太公平。有一个随机因素是,初始时拥有2艘龙船(10%概率),这就是不公平的地方。实际上,每一次都会有一个或多个玩家得不到他的船!此外,有时会有额外的初始士兵,如冲车或靛蓝突袭者,这对黑暗时代开始的游戏来说就有些过强了(我自己以及很多其他玩过的人都这样认为)。同时,有时初始位置也不公平。有几次,一队的四个玩家中,有三家都和中间的大湖隔绝,只能跑到第四家那里才能到达湖面上,对大型地图来说路太长了(敌人一方没有这种障碍)。最后,尽管森林中的小块空地很好看,在视觉吸引力一项上能够拿到更高的分数,但对游戏体验来说会有负面的影响。有很多草料从被隔绝在了森林深处(我相信是故意的),如果没有重投的话,他们将没有任何作用!这个不太重要,但是把圣物也隔绝起来就很成问题了。这些问题对游戏来说有很大的负面影响,其他的评分人没有好好测试,也没有看过脚本(译者注:在这篇官评发表之前,几篇民评的分数都很高,2个5.0一个4.7)。
总的来说这张地图还是有很多可取之处,而且只要你进游戏的时候没有崩溃,而且没有遇到龙船的问题,而且你们队伍与湖面的通道也正常的话(不是每次都会出这个问题,但的确是有可能的),你可能将会很享受这次游戏!
译者点评:
其实我觉得如果忽略那些BUG的话,这个地图本身的可玩性还是不错的。中间一个大湖,玩家分布在四周。制海权会尤其重要,因为陆地上全是森林,即使想从陆路偷袭也只能沿着湖边走。视觉方面,大片的森林本来很单调,但正如评分中所说,森林间的小块陆地增加了不少变化。个人觉得对于一个00年的地图来说,做得已经很不错了。
THEME: 4. This map has a lot going for it. The author really put a lot of effort into making a map that fit his theme of a ruined city in the lake. The appearance of the map is great. However, the map crashes fairly often(3/3 starts on Giant size, 3/4 starts on Medium size, 0/2 on Tiny or Small sizes, 0/1 on the Large or Huge sizes). If the author knew the map crashes a lot, he owes it to the players to state that in his description. Many people, if a map crashes the first time, will not even re-try it. This is my only complaint in the Theme section. Well, he states that the pieces of land in the center are always connected by shallows, but they are not, but that is a minor point.
VISUAL APPEAL: 5. One of the best looking maps out there. Nice job on blending terrains, forests, etc. Eye candy not overdone.
PLAYABILITY: 3. Here the map has problems. Sometimes the map gives great games, sometimes uneven starts. One of the random choices is to start with 2 longboats(10% of the time) - well these are unevenly given and in fact, EVERY time one or more players does not get his longboats! Also, some of the time extra starting untis are given, such as battering rams or woad raiders, which are a little overpowered for a dark age start (my opinion and that of many experienced players). Also, sometimes the starting positions are not fair - on a couple of starts 3 players on a 4 player team had no direct access to the lake and had to travel to the end 4th players camp to get access to it, a long way on a Huge size map(the enemy had no such obstruction on their side). Lastly, although the tiny clearings in the forest look nice and help get the high visual appeal rating, they affect gameplay negatively. There are (on purpose, I believe) many berry bushes locked into forest - they have no functional purpose and cannot be gotten without a Siege Onager! This is minor, but the locking up of relics in the same way on a regular basis is not minor. The negative features are a definite drawback to this game. Anyone rating this otherwise has not really tested it thoroughly or looked at the script well.
All things considered, there are many good features about the map, and as long as your game does not crash, you don't get the longboat option, and your team does not have the problem with inadequate lake access(which did not regularly happen, but is possible), you will probably enjoy the game! |
看过这几篇评分,我们大概能够了解高分作品所需的几个特征了:首先是题材方面有所创新,这种创新可以是玩法上的(如甘道夫的森林、热带等),也可以主要是视觉上(如落基山脉、阿尔卑斯山等);其次,视觉上要相对自然、丰富一些,这方面和战役地图的要求差不多,虽然随机地图达不到手摆的精细程度,但理念上是相通的;最后,资源配置上的修改要非常小心,同时多做测试避免BUG。
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