Posted on 11/22/09 @ 01:06 PM (updated 03/05/10
Relive the horror and destruction that was the Siege of Sarajevo. For 4 years, from 1992 to 1996, the Yugoslavian wars tore apart the city, and its people. It was the longest siege of a capital city in modern warfare. Citizens endured the incessant shelling of their homes and businesses for what seemed like ages before being killed by sniper fire or an artillery shell.
What I did was attempt to condense 4 years of horror into just 30 minutes. It has some inaccuracies, but what I was going for was really the feel of the struggle, and not the gameplay.
There are still some kinks to iron out, like how a large part of the map still doesn't have buildings, but that will come soon enough.
If you want a really realistic game, back up your "craftrules.xml" file and replace it with the one included in the file. All it does is increase the range of the "snipe" ability, so that snipers can kill units from farther away.
I worked quite hard on this, especially the script, and I'm happy that it's finally up. I hope you enjoy my biggest scenario ever!
-Greatly improved script:
--Reinforcement alerts now do not stop gameplay, except for yours.
--Attacker reinforcements now appear elsewhere when you capture Butmir.
-More buildings on map
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Fairly fun, and I appreciate the effort put into the city design, definitely well polished. Fun & easy to play = 5 playability in my book.
A few things I would do if you release a 2.0 or something:
- Add houses (not too many, but some) to the blue villages outside of the city to give the Hill Men a more realistic look.
- Either make the reinforcements less frequent, or, go to the scenario I just posted and have it so you can get a greater variety of reinforcements. Also, don't make the camera jump to the reinforcements every time, that got redundant.
- Perhaps add a few leaders to the enemy that you are fighting that need to be killed so the game doesn't become a quick take over all their cities, then send 100 helicopters to wipe out their artillery in the trees.
But, overall, it was quite fun to play, I'm just giving pointers because I saw a ton of potential for extra scripting. If you need help with that, I'm going to be posting a series of script bases which could be useful.
Once I figured out we had helicopters it became an easy hunt. Also, the reinforcements were too frequent.
Oh - I just thought of something that would look awesome and make the game way harder.
and make the meteor concept be artillery shells. I can help with that if you want as well. It's fairly simple, the key would be to set x,y limits so it's only hitting in the city.
City under siege, I've seen it before, but I enjoyed it nonetheless. I also haven't downloaded a city under siege scenario before, and I can't compare it, but I think I might now I've played one.
Map Design: 3
I'm not too familiar with where it's supposed to be, so good accuracy I guess. Although I felt that there could, as I mentioned earlier, be more eye candy around the Hill Men cities to make them seem like rural revolutionaries.
Interesting enough, eventually just became repetitive reinforcement alerts.
Good work, fun scenario. Add more scripting as your knowledge of it expands. I'm kind of obsessed with scripting though, so don't take any of my suggestions as criticism, just ideas.
Quite playable and enjoyable. My only complaint is that the reinforcements came to often, and they always came near that city(I can't remember its name). I would have given a higher rating if it had more variety.
Not the most balanced scenario ever made, but still a good balance. A bit too easy sometimes, though I couldn't find those helicopters that Jimmy was talking about.
This scenario was unlike any others I've played. Definitely a good idea, and it was also executed well.
Map Design: 5
Excellent map, with lots of details. I really enjoyed it, even tho' I got lost a few times, especially in the very beginning.
Well, I was a bit confused in the beginning because I didn't know what I was supposed to do. Other than that, good instructions, but no story.
Additional Comments: Nope...