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[评赏] 帝国战役论剑录

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特级翔鹰勋章一级嘉禾勋章雄鹰勋章

附庸关系0
发表于 2003-3-8 15:42:06 | 显示全部楼层 |阅读模式
帝国战役论剑录
经过长时间的搜集整理,这个资料工程总算竣工。最初只是想翻译一下“七大个人访谈录”,以利于大家吸收世界帝国战役优秀制作人的经验,但是后来又有了介绍AOK Punk这个小组的想法,以至于发展到现在这个规模。所作的工作包括了翻译,搜集和整理,翻译倒还好说,最费工夫的就是搜集和整理资料了,因为一个人往往有不同的ID,又可能先后隶属于不同的小组或同时属于多个小组,这就需要耐心的进行查找,考据,还要对帝国战役史上的各个人物及组织梳理其间关系。“甘苦寸心知”。

先说说我搞这个东西的目的。原来在“战役制作起步”版面和“战役作品”版面分别发过“AOK Heaven上的触发及地图复制效果”与“AOK Heaven总评满分的作品大全”这两个主题,向大家介绍世界上的帝国战役先进技术及优秀作品,这两件作品也是相当受欢迎的,在论坛中的浏览量与“MPS制作”版面中的“请大家优先看这个主题:Mod Pack效果图”并为论坛前3名。但是,我想,拥有了大量的先进技术是否就意味着能做出一套优秀的战役呢?也就是说“AOK Heaven上的触发及地图复制效果”与“AOK Heaven总评满分的作品大全”的成功转化问题。恐怕不尽然。这样,那些优秀制作者的经验就有用处了。为了打通两个主题间的联系,我就搞了这么一个“帝国战役论剑录”,作为二者的桥梁,当然,它也是可以独立成篇的。原来德国古典主义哲学的奠基人康德的“三大批判体系”---<<纯粹理性批判>><<实践理性批判>><<判断力批判>>亦有些类似。康德先写了<<纯粹理性批判>>和<<实践理性批判>>,最后用<<判断力批判>>将二者联系起来,正式建立了一个系统的哲学体系。<<判断力批判>>也是可以独立成篇的,在美学上价值和影响极大。我也比附一下,“AOK Heaven上的触发及地图复制效果”相当于<<纯粹理性批判>>,“AOK Heaven总评满分的作品大全”相当于<<实践理性批判>>,而“帝国战役论剑录”则相当于<<判断力批判>>,不仅是前二者的联系桥梁,而且内容更宏博,不仅有技术制作经验,还有更大量的示范作品,也涉及到了世界帝国战役历史发展,还有各个优秀小组的管理及分工经验,都是值得我们学习借鉴的,如AOK Punk小组和Wildfire Studios小组的科学分工,“Jerusalem访谈录”中的提倡以乐趣来激励大家有效工作,泰斗们主张带着大量激情与灵感来制作,不然就放弃,这些东西都值得我们体味。  

再说说翻译吧,主题下的“场景及战役设计十诫”“~2nd Orion Award Winners~”“七大个人访谈录”“AOK Punk(SCN Punk)”涉及到了翻译。
首先,对于翻译的准则,我将所有历史人物或现实生活中的名人以及具体地名都翻译成了中文(参照中文标准译法),方便大家观看,而对于帝国战役界的人名及其ID名则一概保留英文原文,他们的作品也同样如此,因为可以方便大家在AOK Heaven上查找。
其次,在翻译中我加了案语及注,如“旧王孙案”及“旧王孙注”,这样和原文区分开,保留原文风貌,大家也好知道,哪些部分是原文,哪些部分是我所作的注。不过需要指明的是,在“~2nd Orion Award Winners~”中的所有下载连接都是我加上的,原文中是没有下载方式的,我在这里就没有注明“旧王孙注”,因为会影响大家的阅读。
第三,凡是涉及到翻译的,我都会以附录形式附上英文原文或指明连接,以利于大家查证。
第四,之所以加注,是方便大家了解,因为只翻译的话,大家很可能会对有些东西不知所云。而关于注解的形式。我考虑了一下,决定以客观的史料性的东西为主,即提供作品连接和一些历史事情的解说,而把那些主观性的东西,即我个人对于战役制作的理解,绝大多数都去掉了,只保留了极少数部分。因为我想到了这样一个事实,<<春秋>>三传---<<公羊传>>,<<毂梁传>>和<<左传>>。流传到现在,公认只有<<左传>>最有价值,因为保留了大量珍贵的史料,是客观的东西。而<<公羊传>>和<<毂梁传>>都是重于释经方面,阐述义理,都是主观的个人之见,因此不为人重。

接着该说说这个主题内容的纲要了,共分为四大类:“总论”“七大个人访谈录”“九大小组资料”“尾声”

1.总论
(1)场景及战役设计十诫(Lighthouse Creations小组创立者Jerusalem所作战役制作准则)
(2)AOK Heaven(介绍帝国战役界的“华山”,同时也是三大制作资料宝库之一)
(3)~2nd Orion Award Winners~(“华山论剑”---帝国战役相关各方面的评奖)

2.七大个人访谈录
(1)Ingo van Thiel访谈录(帝国战役界的“独孤求败”)
(2)The Downward Spiral访谈录(帝国战役界的少林寺AOK Punk的四大护法之一)
(3)Enrique Orduno访谈录(帝国战役界的少林寺AOK Punk的四大护法之一)
(4)Rodrigo访谈录(帝国战役界的武当派AOK Dragon的开山祖师)
(5)Jerusalem访谈录(Lighthouse Creations小组创立人兼组长)
(6)PuzzleMan访谈录(Lighthouse Creations小组组员,世界上年龄最大的帝国战役制作者)
(7)Dimitrios访谈录(Lighthouse Creations小组组员)

3.九大小组资料
(1)AOK Punk(SCN Punk)(帝国庞克)(帝国战役界的少林寺,同时也是三大制作资料宝库之一)
(2)AOK Dragon(DGDN)(帝国龙组)(帝国战役界的武当派)
(3)Tsunami Studios(海啸工作室)(制作亚洲题材战役的主题小组,下辖Tsuniversity同时也是三大制作资料宝库之一)
(4)Woad Creations(靛蓝创作组)(非常优秀的战役小组)
(5)Lighthouse Creations(灯塔创作组)(制作圣经故事题材的主题小组)
(6)Latin Design Team(拉丁设计组)(一个优秀的西班牙小组)
(7)Enoth Design Team(一个优秀的俄国小组)
(8)Fusion Studios(联合工作室)(制作多人联机场景的主题小组)
(9)Wildfire Studios(野火工作室)(帝国战役界的南少林,制作Mod Pack的主题小组)

4.尾声
(1)钩沉(帝国战役界除Ingo van Thiel外不属于任何小组的优秀独立制作人的资料及代表作品,其中有帝国战役界的“东方不败”Yogurt)
(2)鹰击长空(是为结)

最后,套用古罗马诗人奥维德在<<变形记>>末尾所说的---
吾作已成,
任凭大神的怒气,
任凭刀火,
任凭时光的蚕食,
都不能毁灭。


全局通用昵称Rushot
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特级翔鹰勋章一级嘉禾勋章雄鹰勋章

附庸关系0
 楼主| 发表于 2003-3-8 15:43:06 | 显示全部楼层
场景及战役设计十诫
作者:Jerusalem

(旧王孙案:这个场景设计的准则是Lighthouse Creations小组创立者Jerusalem所写,关于Lighthouse Creation小组的介绍及代表作品见Jerusalem访谈录。这个准则是Jerusalem参照詹姆士王英文钦定译本圣经中的“十诫”所作的,语句晦涩。因此我翻译时就按照据英文钦定译本所译的中文和合本圣经中的语气来译,以符合原文风格。如man,按现代口语,当译为“伙计”,我则译为“人啊”,以体现圣经风格;同理,establish an empire,我则翻译为“建立自己的国”,以体现其晦涩古奥半文半白的中文和合本翻译风格。此准则原文,及英文钦定译本和中文和合本“十诫”皆附于后,以供参考)

1. 我是你的玩家,你的观众,你设计场景所服务的对象。尽你最大的力使场景有趣;不可忘记我,务必时时惦记何时我会厌倦,何种处境我会如何处理。
我非通灵者;随时提醒我那些易忘之事,使任务清晰;提示隐晦却需可解。
使我担心,欣悦及悲泣;使我得趣;切忌使我产生退出你场景的念头。

2. 为自己描绘精彩的图像。使你的地图尽量的好,不要使我厌倦。
务须事先计划地图,抑或草于纸上。
于悬崖,灌木丛,浅滩,花园及水塘处点缀树木;若精当使用,先天之物当优美远过于人事之物。

3. 不可妄用不敬之语;及其低贱,人啊,以亿万个理由之名。

4. 当礼遇玩家之处理器及调制解调器;绝对避免延滞现象;延滞会损害你场景的娱乐性。勿使它出现。勿将地图中玩家不可视之部分填充树木;这是不可宽恕之罪,带给我,你的玩家,可怕与不必要的延滞之罪。

你有宽带解调器?很好,但我没有。不要指望我会下载你多达数兆的文件。将你的mp3和/或avi文件另行打包。
最后,勿将bitmap打入包内,它们已经结合在场景之中。ai与per文件同样如此,除非战役。

5. 故事之第一印象至关重要。若我不为介绍所吸引,亦不会为故事所打动。同理亦不会倾注情感及时间于之后的任务与bitmap之中。
又及,当你面对仇敌,甚至不知为何而战,此场景有何妙处?若使我对抗某国,请让我仇恨它。

6. 不可鼓励奸淫,或同形式之爱(即便合法)。为发妻而行!

7. 当脱颖而出。尝试无人做过的令人陶醉之事。

8. 你不可过度。此准则适用于生活中所有方面,场景设计中我需强调两方面:一者为设计。不要在某一特征或装饰上过分而为,此将丧失美感,代之以丑陋。
一者为战役长度:我,个人而言,喜爱一个一小时左右之场景,而非一场包含众多场景需费一周去完成的战役。

9. 当留下印迹。即便不能建立自己的国,亦当建立超人业绩,使玩家与自己都获荣耀,此种业绩毋需如现实一样需领军成就。

10. 不可偷盗。务须致谢!

......众场景设计者齐声说,你所吩咐的,我们都必遵行;他们又吃又喝。

“场景及战役设计十诫”原文:
Ten Commandments of Scenario & Campaign Design
By Jeru

1. I am thy player, thy audience, the one you are designing this scenario for.
Do your best to make your scenario the most enjoyable possible;
Never forget me, always think of when I might be bored, what I might attempt to do in some situations.
I am not a psychic; Remind me of things when I might forget them, make your instructions to me clear; keep your hints fairly obscure yet understandable.
Keep me in suspense, laughing hysterically or crying my eyes out; but keep me interested; Never allow me to want to quit your scenario alltogether.

2. Thou shalt make unto thee a wonderful graven image. Make your map the best it can be, never bore me.
Plan thy map ahead if necessary, maybe draw it out on paper.
Use trees on cliffs, forage bushes, shallows, gardens and pools; For nature can be far more beautiful than any man-made construction, if used wisely and moderately.

3. Thou shalt not use profanity in vain; It totally sucks, man, for a trillion and one reasons.

4. Honour thy player's processor and modem; Do everything possible against lag; For it seeks places to lurk in and enjoyable scenarios to spoil. Don't let it spoil yours.
Thou shalt not fill unseen portions of the map with trees; For this is a sin that cannot be forgiven, a sin which brings dreadful and unnecessary lag upon me, thy player.

Got a cable modem? Good, I don't. If you really expect me to download a file a couple dozen megabytes in size, you can forget about it. Store your .mp3s and/or .avis in a seperate .zip archive.
And for the last time; Don't include those dang bitmaps in the .zip archive, they're already embedded into the scenario. The same goes to .ai's and .per's, but only if you are handling a campaign.

5. The first moments of telling a story are crucial. If I'm not hooked on the story by the time I finish reading the intro, I'm not hooked on the story, period. So for crying out loud, invest time in thy introductions and their bitmaps.
Plus, how good is a scenario if you just face an enemy, not even knowing why you're doing it? If I'm going to confront the kingdom of XYZ, natrually I need to hate it, so give me a good reason, would you?

6. Thou shalt commit adultery, or some other (more legal) form of love. Run for your wives!

7. Thou shalt draw outside the lines. Think of something crazy someone has never done before.

8. Thou shalt not overdo. And though that applies to almost anything in life, it's two areas in scenario design I'm specifically addressing; The first is design. Don't do too much of a certain feature or decoration, because then, instead of being beautiful, it will be ugly.
The other area applies to length of campaigns: I, personally, prefer a one hour long scenario, over a campaign with a dozen scenarios that will take me a week to wade through.

9. Thou shalt leave a legacy upon the face of the earth. If not establish an empire, at least do something heroic, not necessarily leading an army.

10. Thou shalt not steal. Give credit if necessary!

...And all the scenario designers answered together, and said, all that thou hath spoken we shall keep in mind; And there was much rejoicing.

King James Version(英文钦定译本“十诫”)
The Ten Commandments
1.Thou shalt have no other gods before me.
2.Thou shalt not make unto thee any graven image, or any likeness of any thing that is in heaven above, or that is in the earth beneath, or that is in the water under the earth. Thou shalt not bow down thyself to them, nor serve them: for I the LORD thy God am a jealous God, visiting the iniquity of the fathers upon the children unto the third and fourth generation of them that hate me; and shewing mercy unto thousands of them that love me, and keep my commandments.  
3.Thou shalt not take the name of the LORD thy God in vain; for the LORD will not hold him guiltless that taketh his name in vain.  
4.Remember the sabbath day, to keep it holy. Six days shalt thou labour, and do all thy work:
But the seventh day is the sabbath of the LORD thy God: in it thou shalt not do any work, thou, nor thy son, nor thy daughter, thy manservant, nor thy maidservant, nor thy cattle, nor thy stranger that is within thy gates: For in six days the LORD made heaven and earth, the sea, and all that in them is, and rested the seventh day: wherefore the LORD blessed the sabbath day, and hallowed it.  
5.Honour thy father and thy mother: that thy days may be long upon the land which the LORD thy God giveth thee.  
6.Thou shalt not kill.  
7.Thou shalt not commit adultery.  
8.Thou shalt not steal.  
9.Thou shalt not bear false witness against thy neighbour.  
10.Thou shalt not covet thy neighbour's house, thou shalt not covet thy neighbour's wife, nor his manservant, nor his maidservant, nor his ox, nor his ass, nor any thing that is thy neighbour's.

中文和合本“十诫”:
十诫:
1. 除了我以外,你不可有别的神。
2. 不可为自己雕刻偶像,也不可做什么形像彷佛上天、下地,和地底下、水中的百物。不可跪拜那些像,也不可事奉他,因为我耶和华你的神是忌邪的神。恨我的,我必追讨他的罪,自父及子,直到三四代;爱我、守我诫命的,我必向他们发慈爱,直到千代。
3. 不可妄称耶和华你神的名;因为妄称耶和华名的,耶和华必不以他为无罪。
4. 当记念安息日,守为圣日。六日要劳碌做你一切的工,但第七日是向耶和华你神当守的安息日。这一日你和你的儿女、仆婢、牲畜,并你城里寄居的客旅,无论何工都不可做;因为六日之内,耶和华造天、地、海,和其中的万物,第七日便安息,所以耶和华赐福与安息日,定为圣日。
5. 当孝敬父母,使你的日子在耶和华你神所赐你的地上得以长久。
6. 不可杀人。
7. 不可奸淫。
8. 不可偷盗。
9. 不可作假见证陷害人。
10, 不可贪恋人的房屋;也不可贪恋人的妻子、仆婢、牛驴,并他一切所有的。
......众百姓齐声说,耶和华所吩咐的,我们都必遵行......他们又吃又喝。

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特级翔鹰勋章一级嘉禾勋章雄鹰勋章

附庸关系0
 楼主| 发表于 2003-3-8 15:44:07 | 显示全部楼层
AOK Heaven
如果把整个帝国战役界比作一个武林,那么AOK Heaven无疑就是“华山”,在AOK Heaven上不时进行各种战役方面的比赛及评奖活动,而且世界帝国战役制作者们也在这里争奇斗妍,进行“华山论剑”。下面我先详细的介绍一下AOK Heaven的各种情况,有利于大家去探幽览胜。

这是AOK Heaven的网址:https://aok.heavengames.com/

与战役相关的栏目有以下这些:

1.Community下的Forums,是AOK Heaven的论坛,里面的Scenario Design和Modpack Discussion分别是场景设计和Mod Pack的论坛。在里面你不仅可以学到各种相关的制作知识,还能看到世界上的泰斗们,如Ingo van Thiel,TDS,Tevious,DarkAngelBGE等等。
Scenario Design论坛中的置顶主题Trigger Trick Guide (newcomers and oldies)和AoK Design Articles都对制作战役很有用。
Modpack Discussion论坛中的置顶主题The Library - Newbies, look here.对制作Mod Pack非常有用。

2.FAQ's栏目下则是关于场景制作与Mod Pack的各种知识(AOK Heaven也是和AOK Punk, Tsuniversity(Tsunami Studios小组的下属知识库)并称的世界帝国战役制作知识三大宝库)

3.Blacksmith栏目下,你可以下载各种作品
(1)Best of AOK是总结的评分4分以上的各种帝国作品,分为“战役类”(Best Campaigns), “独幕场景类”(Best Single Player) ,“多人联机场景类”(Best Multi Player) ,“随机地图类”(Best Random Maps) ,“Mod Pack”(Best Mods) 几类。顺便说一下,你进入Best of AOK后,在正上方的Heaven's Reviewers are: 看到的是官方评分者的ID
(2)Campaigns是各种战役
(3)Single Player是各种独幕场景
(4)Multiplayer是各种多人联机场景
(5)Random Maps是各种随机地图
(6)AI Files是各种AI
(7)Mod Packs是各种Mod Pack
(8)Mod Pack Stable里面有关于Mod Pack制作的各种资料
(9)Search有助于你搜寻各种作品,搜寻时在相应的栏目中打上勾,再填上名字就可以了
(10)Submit File则是让你上传作品的
最后要特别说明的是,进入某一个下载版面后,其栏目从左至右依次为ID(即这个作品的编号),Date(作品的上传日期),Name(作品名称,点击进入后,会自动下载作品),Style(作品的类型,如RPG,Mix等等,在版面最下方有说明),#Sc's(指若为战役,里面包含的场景数),Size(上传作品的大小),Desc(这个很重要,是作者对其作品的说明,若是战役,如果有附带的Mod Pack或音乐音效,作者一般将连接放到这个页面中,里面还有玩家们的跟帖,所以下载之前一定要先进这个页面,千万不能漏过,因为有些连接放一段时间后就失效了,若错过了相关的精彩音乐音效是非常可惜的),Author(为作者名称),#Dn(作品下载量),Rvw(评分,进入后可以看到详细评价)

4.Downloads(下载一些工具)
(1)Recorded Games是各种录象
(2)Taunts是各种语音嘲弄
(3)Utilities & Patches是各种工具,从战役破解器,AI编辑器,音乐音效到触发及地图复制效果,应有尽有

好了,AOK Heaven上战役相关的栏目基本上就是这些,现在我们可以去看看华山上各位高手及门派是如何互争雄长的,或许我们也能从中学到那些精妙武学。


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 楼主| 发表于 2003-3-8 15:52:04 | 显示全部楼层
2nd Orion Award Winners
旧王孙案:
Orion Award是在AOK Heaven上举办的评选帝国战役相关方面最佳作品活动,其中候选者及最终得奖者都是由玩家评选出的,颇具权威性。首届Orion Award于2002年2月21日开始,2002年3月8日结束。第二届即2nd Orion Award于2002年9月3日开始,2002年9月23日结束。因为第一届举办得有些粗糙,而第二届比较圆满而且时效性强(Ulio已经发布),所以我就以介绍第二届为主,第一届则不介绍候选者,只介绍获奖者,以附录的形式提供。顺带说一下,原文只提供了作品及作者名称,没有提供作品下载,中文翻译内的作品下载都是我整理出来的。
如想看原文,请来这里:
1.2nd Orion Award Winners:https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,29750,,all
2.所有Orion Award相关资料:https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=t&number=4&dp=0&s_name=&s_subject=orion

说明:每个作品的作者后面括号里的分数是在AOK Heaven上所获的评分。

下面就让我们来欣赏这场“华山论剑”吧:

最佳场景音乐
音乐能使场景增色不少,可以奠定基调,激励玩家,甚至能有助于描述一个本难描述的场面。大多数设计者所用的音乐来自于电影,游戏或其它作品,然而为了找到一个合适的音乐还有许多额外工作要做。因此设计者给其作品所配的音乐对优质作品的产生来说非常重要。我们看看候选者:

*  ESCC Finalist - The Covenant 作者:Gregory Koteles (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/gkcovenant.zip
*  The Swallowed Realm 作者:Shadows (4.6)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_swallowed_realm.zip
*  Shadowmind 作者:Shadows (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shadowmind.zip
   音乐下载:连接失效
*  Shadowmind Episode 3: The Rise of Power 作者:Shadows/AoK Dragon (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shadowmind_episode3.zip
* The Underworld II v1.1 作者:Bearded_Dragon (5.0)
   作品下载https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_underworld2.zip
   Mod Pack下载:
   1.AoK Pre-Alpha Castle
   https://www.heavendownloads.com/aok/blacksmith/files/mods/aokalphacastle.zip
   2.Sea Tower Fix
   https://www.heavendownloads.com/aok/blacksmith/files/mods/sea_tower_fix.zip
   3.Stormy Dog to flying dragon (AKX)
   https://www.heavendownloads.com/aok/blacksmith/files/mods/flyingdragon.zip
   4.Heavy Swordsman Fix
   https://www.heavendownloads.com/aok/blacksmith/files/mods/heavy_swordsman_fix1.zip
*  Blacksun Part I -- Untold Truth 作者:The Kestrel (4.6)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun1.zip
*  The Last Viking Prince - Book 2 (1034-1044) 作者:Gordon Farrell (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/last_viking_prince_book2.zip
   音乐下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/last_viking_prince_sound1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/last_viking_prince_sound2.zip
   3.https://www.heavendownloads.com/aok/blacksmith/files/campaign/last_viking_prince_book2_music.zip

获奖者是......
~ The Swallowed Realm 作者:Shadows (4.6)~
祝贺!

最佳娱乐性场景
这个奖项是为你在游戏过程中享受到了最大乐趣的场景所保留的。这并不意味着此场景最好,但却是最有趣的。毕竟蜘蛛侠可能不是世界上最好的电影,但我还是最喜欢看。衡量标准是看你重玩的次数,假如你在玩第二遍的时候仍感到极大乐趣,那么这就是个很有娱乐性的场景。
我们看看候选者:

*  The Underworld II v1.1 作者:Bearded_Dragon (5.0)
   作品下载https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_underworld2.zip
   Mod Pack下载:
   1.AoK Pre-Alpha Castle
   https://www.heavendownloads.com/aok/blacksmith/files/mods/aokalphacastle.zip
   2.Sea Tower Fix
   https://www.heavendownloads.com/aok/blacksmith/files/mods/sea_tower_fix.zip
   3.Stormy Dog to flying dragon (AKX)
   https://www.heavendownloads.com/aok/blacksmith/files/mods/flyingdragon.zip
   4.Heavy Swordsman Fix
   https://www.heavendownloads.com/aok/blacksmith/files/mods/heavy_swordsman_fix1.zip
*  Blacksun Part II--Out of the Fire 作者:The Kestrel (4.5)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun21.zip
*  Tamerlane, Prince of Destruction - TC Edition 作者:SCN Punk Team (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_tc.zip
   音乐下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
*  Tribes of War - Aztec Rivers 作者:ElfTheHunter (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/tow-ar.zip
*  Blacksun Part III--Eternal Night 作者:The Kestrel (-)
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun3.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/bs3cpxonly1.zip(旧王孙注:这是1的除虫版,只有CPX文件,请先下载有音乐音效及说明的1,然后再把这个的CPX覆盖1中的CPX)

获奖者是......
~ Tamerlane, Prince of Destruction - TC Edition 作者:SCN Punk Team (5.0)~
祝贺!


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 楼主| 发表于 2003-3-8 15:52:52 | 显示全部楼层
最佳平衡性场景
你曾玩过一个平衡性极好而使其形象突出的场景吗?我的意思是它不算太难然而足以使其具有游戏的乐趣。这,就是具有好的平衡性的场景。
我们看看候选者:

*  Ulio v1.1 作者:Ingo van Thiel (5.0)
   作品下载(我提供最新版本Ulio v2.0):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_1.1.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds2.zip
   3.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds3.zip
   4.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds4.zip
   5.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds5.zip
另外,这个战役还需用到毁灭王子帖木耳中的音乐,下载下面这个zip文件后,取用其中的tamerlane- attack on murron.mp3:
https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
*  The New World 作者:Crasher DGDN (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_new_world.zip
*  900 Seconds 作者:Angel Tyrael (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/900s.zip
*  Shadowmind 作者:Shadows (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shadowmind.zip
   音乐下载:连接失效
*  Shadowmind Episode 3: The Rise of Power 作者:Shadows/AoK Dragon (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shadowmind_episode3.zip

获奖者是......
~ Ulio v1.1 作者:Ingo van Thiel (5.0)~
祝贺!

最佳创意场景
想象力在这里被评估,当然,是指已成为现实的作品。很多人对于具有新创意的场景都有美妙的构想然而无法使其成为现实。这里的候选者不仅想到了奇妙的构思而且实现了它。我们看看候选者:

*  The Sims 作者:DoAOK_OpenSource (3.7)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/thesims.zip
*  A CONQUEROR''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''S DREAM 作者:JamesBlond (4.6)(旧王孙注:这是个多人联机场景,有1100多个触发)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/multi/acd5.zip
*  Wolfcastle 2 - The Silence of the Clowns - v 1.0 作者:Andres_age - Latin Design Team (5.0)
   作品下载: https://www.heavendownloads.com/aok/blacksmith/files/campaign/wolfcastle2v1.zip
   Mod Pack下载:https://www.heavendownloads.com/aok/blacksmith/files/mods/wolfcastle_mod.zip
*  Christmas Morning 作者:Yogurt (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/christmasmorning.zip

获奖者是......
~ The Sims 作者:DoAOK_OpenSource (3.7)~
祝贺!


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附庸关系0
 楼主| 发表于 2003-3-8 15:53:32 | 显示全部楼层
最佳地图设计
地图设计的艺术,是第一印象,并且此印象将在场景的任一角落都伴随着你。这就是为什么一幅糟糕的地图会对场景娱乐性产生毁灭性打击的原因,因为玩家始终无法忽略地图。如对此艺术运用得当,在游戏中将会是一个始终的亮点。我们看看候选者:

*  Tribes of War - Aztec Rivers 作者:ElfTheHunter (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/tow-ar.zip
*  Ulio v1.1 作者:Ingo van Thiel (5.0)
   作品下载(我提供最新版本Ulio v2.0):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_1.1.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds2.zip
   3.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds3.zip
   4.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds4.zip
   5.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds5.zip
另外,这个战役还需用到毁灭王子帖木耳中的音乐,下载下面这个zip文件后,取用其中的tamerlane- attack on murron.mp3:
https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
*  Nyctophobia 作者:SCN Punk Team (4.9)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/nyctophobia.zip
*  A Different World -pretty town entry- 作者:crasher (-)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/a_different_world__-by_crasher.zip
   音乐:可发e-mail向作者Crasher要(Dragon Gameing Design Network,即原AOK Dragon小组成员,其e-mail为crasher@DGDN.net)
*  Blacksun Part III--Eternal Night 作者:The Kestrel (-)
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun3.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/bs3cpxonly1.zip(旧王孙注:这是1的除虫版,只有CPX文件,请先下载有音乐音效及说明的1,然后再把这个的CPX覆盖1中的CPX)

获奖者是......
~ Ulio v1.1 作者:Ingo van Thiel (5.0)~
祝贺!

最佳故事及任务
一个场景本身几乎就是一种讲故事的方式。当然,很多人并不在乎故事是什么,只要讲得好就行,而此奖项是为那些原创故事而非生硬照搬者所设的。我们看看候选者:
*  Ulio v1.1 作者:Ingo van Thiel (5.0)
   作品下载(我提供最新版本Ulio v2.0):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_1.1.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds2.zip
   3.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds3.zip
   4.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds4.zip
   5.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds5.zip
另外,这个战役还需用到毁灭王子帖木耳中的音乐,下载下面这个zip文件后,取用其中的tamerlane- attack on murron.mp3:
https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
* {Blacksun} 作者:The Kestrel (4.6)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun1.zip
* {Shadowmind} 作者:Shadows/AoK Dragon (4.6)(旧王孙注:看作者及分数,应为Shadowmind Episode 4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shadowmind_episode4.zip
*  The Coming of the Unborn King: A Pendragon Saga 作者:Gordon Farrell (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/pendragonpak.zip

获奖者是......
~{Shadowmind} 作者:Shadows/AoK Dragon (4.6)~ (旧王孙注:看作者及分数,应为Shadowmind Episode 4)
祝贺!

最具挑战性场景
你曾玩过一个极难通关然而成功后会或将会感觉极棒的场景吗?好的,此奖项就是为那些有史以来最艰难的场景所设。我们看看候选者:

*  100 Years War ver. 2.0 作者:MCrnigoj (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/100yearswar2.zip
*  Mission Impossible 作者:Twins of Doom (-)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/mission_impossible.zip
*  The Quest 作者:Ingo van Thiel (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_quest.zip
*  The King''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''s Best Men v2.0 作者:Ingo van Thiel (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_v2.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds2.zip
*  Mission:Impossible 2 作者:fissh_e (4.2)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/mission_impossible_2.zip

获奖者是......
~ The King''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''s Best Men v2.0?作者:Ingo van Thiel (5.0)~
祝贺!


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附庸关系0
 楼主| 发表于 2003-3-8 15:54:53 | 显示全部楼层
最佳战役
战役就象古典史诗一样。它们基本上类似于拥有各具特色,不同章回的长篇小说。战役相较独幕场景也需投入更多的工夫因为更长,因此也需更多时间制作,但是,一旦完成,即成经典。我们看看候选者:

*  Ulio v1.1 作者:Ingo van Thiel (5.0)
   作品下载(我提供最新版本Ulio v2.0):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_1.1.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds2.zip
   3.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds3.zip
   4.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds4.zip
   5.https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds5.zip
另外,这个战役还需用到毁灭王子帖木耳中的音乐,下载下面这个zip文件后,取用其中的tamerlane- attack on murron.mp3:
https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
*  Prince of Persia 作者:ENOTH (4.1)(旧王孙注:官方评分5分)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/prince_of_persia1.zip
*  Nyctophobia 作者:SCN Punk Team (4.9)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/nyctophobia.zip
*  Blacksun Part I -- Untold Truth?作者:The Kestrel (4.6)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun1.zip
*  Blacksun Part II--Out of the Fire 作者:The Kestrel (4.5)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun21.zip
*  Blacksun Part III--Eternal Night 作者:The Kestrel (-)
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/blacksun3.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/bs3cpxonly1.zip(旧王孙注:这是1的除虫版,只有CPX文件,请先下载有音乐音效及说明的1,然后再把这个的CPX覆盖1中的CPX)
*  The Coming of the Unborn King: A Pendragon Saga 作者:Gordon Farrell (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/pendragonpak.zip
*  The Nexus 作者:The Downward Spiral (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_nexus-campaign.zip
   音乐下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_nexus-music.zip

获奖者是......
~ Ulio v1.1 作者:Ingo van Thiel (5.0)~
祝贺!

帝国极品之极品(旧王孙注:原文是Best of the Best of AOK。在AOK Heaven中的Blacksmith栏目下有个栏目叫Best of AOK。总结了帝国战役相关类别的4分以上的作品,分为Best Campaigns(最佳战役),Best Single Player(最佳独幕场景),Best Multi Player(最佳多人联机场景),Best Random Maps(最佳随机地图),Best Mods(最佳Mod Pack)几类。这个奖项就是选出一个最好的)
现在是最后一个奖项。既然是为帝国举办的最后一届Orion Awards评奖活动,这是最后一个机会使“极品之极品”脱颖而出,成为传奇。
我们看看候选者:

*  The King''''s Best Men v2.0 作者:Ingo van Thiel (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_v2.zip
   音乐音效下载:
   1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds1.zip
   2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds2.zip
*  Prince of Persia 作者:ENOTH (4.1)(旧王孙注:官方评分5分)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/prince_of_persia1.zip
*  Prince of Persia II 作者:ENOTH (4.4)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/prince_of_persia_ii.zip
*  The Quest 作者:Ingo van Thiel (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_quest.zip
*  The Nexus 作者:The Downward Spiral (4.8)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_nexus-campaign.zip
   音乐下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_nexus-music.zip
*  Final Hour 作者:Yogurt (5.0)
   作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/final_hour.zip

获奖者是......
~ The King''''''''s Best Men v2.0 作者:Ingo van Thiel (5.0)~
祝贺!
-----------------------------------------------------------------------------------------------------------------------------
附录:
第一届Orion Award获奖作品:
************************************************************
最佳娱乐性场景:

"Final Hour" 作者:Yogurt. (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/final_hour.zip

************************************************************
最佳平衡性场景:

"Final Hour" 作者:Yogurt. (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/final_hour.zip

************************************************************
最佳地图设计:

"The Quest" 作者:Ingo van Thiel. (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_quest.zip

************************************************************
最佳故事及任务:

"The Swallowed Realms" 作者:Shadows. (4.6)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_swallowed_realm.zip

************************************************************
最佳创意场景:

"AOKasino" 作者:AOKasino Team. (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/aokasino.zip
音乐音效下载:已失效


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附庸关系0
 楼主| 发表于 2003-3-8 15:55:18 | 显示全部楼层
************************************************************
最具挑战性场景:

"The Swallowed Realm Chapter 2" 作者:SCN Punk. (4.9)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/swallowed_realms_ch2.zip

************************************************************
最佳场景音乐:

"The Swallowed Realm Chapter 2" 作者:SCN Punk. (4.9)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/swallowed_realms_ch2.zip

************************************************************
最佳AI:

"ADVANCED Immobile Units AI v1.1" 作者:Zanzard Lothar. (5.0)
作品下载: https://www.heavendownloads.com/aok/blacksmith/files/ai/advanced_immobile_units_ai1.zip

************************************************************
最佳随机地图:



************************************************************
最佳多人联机场景:

旧王孙注:此奖项未决出,因为两个候选作品相持不下。我提供两个候选者的资料
1.A CONQUEROR''''''''S DREAM(4.6)
作者:JamesBlond
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/multi/acd5.zip

2.Clans of War- Gold Edition(3.9)
作者:ElfTheHunter
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/clans_0f_war_g0ld.zip

************************************************************
最佳单人场景:

"Ash the Avenger" 作者:Cavscout74. (5.0)(旧王孙注:两个评分人对此场景评价反差极大,一个给了5分,一个给了2.8分,因此如果在AOK Heaven上看,则给出的是平均分3.9分)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/single/herojourney1.zip

************************************************************
最佳战役:

"The King''''''''s Best Men v2.0" 作者:Ingo Van Thiel. (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_v2.zip
音乐音效下载:
1.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds1.zip
2.https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds2.zip

************************************************************
最佳Mod Pack:

"Rome at War Scn v2" 作者:WildFire Studios (5.0)
作品下载:https://www.heavendownloads.com/aok/blacksmith/files/mods/wfsrawscenv2.zip

************************************************************
最佳Mod Pack作者:

WildFire Studios

************************************************************
最佳场景设计者:

Ingo van Thiel

*荣誉奖授予为帝国天地作出伟大作品与贡献的SCN Punk(我们会想念你们的)(旧王孙注:因SCN Punk不再做帝国战役了,故发此言)

************************************************************
最佳批评家/评论员:

BrandNewCar
************************************************************




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附庸关系0
 楼主| 发表于 2003-3-8 15:55:51 | 显示全部楼层
Ingo van Thiel访谈录(2000年)
(旧王孙案:“帝国场景设计之王”“帝国战役之神”“帝国战役界的斯皮尔伯格”,这些都是世界帝国玩家给予Ingo van Thiel的封号。他堪称帝国战役界的“独孤求败”,几乎是完美的化身。但是,他有“独孤求败”的实力,却没有“独孤求败”的傲气,他永远都是那么的谦逊,诚实,热情和乐于助人。他在AOK Heaven上一共发布了5个作品,其中4个战役,一个AI。4个战役官方评价全为满分5分,而在玩家评价中,只有Gyda''''s Challenge得了4.9分,其它3个也全为满分。我先说说这个Gyda''''s Challenge吧,给其评分的4个玩家,3个给的是5分,只有The Conquistador给了4.6分,因此总分就被拉成了4.9。The Conquistador的评分引起了大家的公愤,斥责声一片,还举出了The Conquistador原来评分过苛的例子,The Conquistador曾把CerberusXXL的The Last Samurai评得3分不到(CerberusXXL这个制作者的代表作品见“钩沉”),后来完善评分系统,此战役获得4.8分的高分。尽管如此,我们还是不得不为Ingo van Thiel惋惜,毕竟没有得到满堂红。顺便说一下,The Conquistador就是Stanley Xiao,即做出“唐朝的荣誉”的华人,他是AOK Punk的组员和Tsunami Studios的副组长,其个人资料及代表作品可在这两个小组的资料中找到。不过,归根结底,Ingo van Thiel的所有战役作品都可说是5分的实力,这是世界玩家所公认的。而他发布的那个AI虽在AOK Heaven上未获评分,但在2nd Orion Award上入围“最佳AI”奖项。先让我们看看“独孤求败”所取得的成就吧。
Ingo van Thiel本人在2nd Orion Award上入围“最佳场景设计者”并夺得此奖项。其所有作品如下:
1.The King''''s Best Men(于AOK Heaven上获评5分。在2nd Orion Award上入围并夺得“最具挑战性场景”“帝国极品之极品”奖项)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_v2.zip
  音乐音效下载:
  (1)https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds1.zip
  (2)https://www.heavendownloads.com/aok/blacksmith/files/campaign/tkbm_sounds2.zip
2.The Quest(于AOK Heaven上获评5分。在2nd Orion Award上入围“帝国极品之极品”奖项)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/the_quest.zip
3.Ulio v1.1(于AOK Heaven上获评5分。在2nd Orion Award上入围并夺得“最佳平衡性场景”“最佳地图设计”“最佳战役”奖项,入围“最佳故事及任务”奖项)
  作品下载(我提供最新版本Ulio v2.0):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_v2.0.zip
  音乐音效下载:
  (1)https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds1.zip
  (2)https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds2.zip
  (3)https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds3.zip
  (4)https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds4.zip
  (5)https://www.heavendownloads.com/aok/blacksmith/files/campaign/ulio_sounds5.zip
另外,这个战役还需用到毁灭王子帖木耳中的音乐,下载下面这个zip文件后,取用其中的tamerlane- attack on murron.mp3:
https://www.heavendownloads.com/aok/blacksmith/files/campaign/tamerlane_music.zip
4.Gyda''''s Challenge(于AOK Heaven上官方总评5分,玩家总评4.9分)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/campaign/gyda''''s_challenge2.zip
5.Passive AI(对战役制作有用的军队不动,农民动的AI。在2nd Orion Award上入围“最佳AI”奖项)
  作品下载:https://www.heavendownloads.com/aok/blacksmith/files/ai/passive.zip)

这位无可争议的场景设计之王揭示了他的一些技巧,给出了对初学者的告诫,并且解释了为什么永远都不可能出现一种究极场景。

你能介绍一下自己吗?
我今年28岁,是德国科隆人,刚大学毕业(旧王孙注:德国学制比较自由,本科生可以工作而延迟毕业,所以Ingo van Thiel28岁大学毕业),现在给一家医学杂志做版面设计。我的另一个重要爱好是音乐。我弹吉它,吹口琴,自编自唱歌曲,已经有14,15年左右了。我曾有一个乐队,演奏一种摇滚/通俗/民俗的混合风格的音乐。1月份我们乐队解散了,所以现在我正寻找一些新的。我还有一些其它爱好,如武术,看电影,与朋友一起饮酒喝咖啡等等。

你是如何登上帝国场景设计舞台的?
我在朋友家里看到帝国时代1并且一见钟请。我在其中的随机地图与ES的自带战役上花了大量时间。很多方面我都不太满意,于是就开始设计自己的场景。坦率的说,他们做的并不好,太容易,没有什么创造性的东西,而且地图也没什么特别之处。我的一位能上网的朋友从AOE Heaven(旧王孙注:AOE Heaven是关于帝国1的网站,而AOK Heaven是关于帝国2的网站)上下载了一些东西,我玩了Kyle Leach的The Fortess场景,那对我是个启示。我试着改造Kyle的泥河效果,意外的创造了沼泽效果。其它的构思也就顺理成章的产生了,于是我虚构了一个关于一群渔夫在与商的战争中发生的故事(The Tai Gun)。我的朋友说这个战役已经好得足以传上AOE Heaven了,他说服了我,我也这么做了......有段时间我不断的上传场景。在“罗马的崛起”(旧王孙注:国内译为罗马复兴,不妥)之后,我也跟着过渡到了帝国时代2,现在则是征服者。

截至目前,你把什么视作你在场景设计中取得的最大成就?
我的“罗马的崛起”战役Mongolian 中的信鸽效果,呵呵......可能这也是我的东西中所最值得争议的。

关于场景设计,你最喜欢什么?
我小时候很喜欢画画和讲故事。在场景中,我能把二者合而为一。就像在绘制有生命力的图画。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
1.在游戏进行过程中产生的单位名字能够得到改变:例如一个触发:“将此区域中全部峡湾名立即改为***”
2.“隐蔽单位”与“还原隐蔽单位”的触发效果。这种触发暂时将你的一个单位从游戏中与玩家视野中拿去而不是实际上消除(毁灭)它。被隐蔽的单位可以在任何时间,任何地点被放回地图上,并且原有的触发连接依然对它有效:例如,“将指定对象带向指定目标”的触发依然对被隐蔽的单位生效,而不是用新产生的单位加以代替。这种触发有多方面的用途,比如可以表现一位英雄如何从洞穴或房屋中消失,或者他从房屋、洞穴中走出。
3.一个“区域内更少物体”的触发条件。

你是如何开始设计一个场景的?
我先产生一幅随机地图,如果觉得不错,就开始利用它来进行修改,将之改进到远超过其本有面目。通常我从场景起始的角落开始进行设计,再慢慢的扩展到其余部分。整个故事必须限制于地图编辑器所能提供的表现范围之内,而且故事必须能给其余的场景加以启示,使故事发展顺理成章。当然,我个人生活中所发生的一些事情有时也能给予我一些灵感。我极少在事先就计划很多。有时,我让我故事中的角色引导着我,故事情节也就合理的发展下去。但这并不意味我不关注故事本身--恰恰相反。我也经常在设计的中途停住,直接到最艰难的部分。制作历史战役的人在这方面可以轻松一点(旧王孙注:指可以利用现成的资料,而不用苦心竭虑的来自己设计一个合理的故事情节)。研究历史是一项艰巨的工作,但一旦你做过了,那么你就能轻松处理那些在历史中发生过的情节了。我曾用“罗马的崛起”做过一个历史战役,所以我对这一方面也有所了解。假如你所表现的符合历史事实,那么几乎无人会对你质疑“嗨,这不合逻辑。国王是不会这么说和做的。”而对于一个非历史题材的故事来说,使事情的发展与人物行为表现合理则是非常困难的。(旧王孙注:对于历史题材的处理来讲,在大范围内允许虚构甚至颠覆,但在小的细节处理上,务必使情节发展,人物对话合理,符合历史上的人物身份,保持一个相对的合理性,例如历史电影,可以站在导演的立场与观点上来表现历史,但细节必须符合历史,比如在唐以前的中国就出现高脚椅凳或对秦以前的最高统治者称皇帝,就很滑稽)。换言之,我对历史与虚幻背景都喜欢。二者都有存在的权利。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
深度。如果人们想玩一款好游戏且能从我的战役中得到乐趣,这很好。但如果有少数人想看到更深层次的东西,我也希望我能够满足他们。这也是我为什么尽力使我故事中的角色尽可能的个性化和有“生命力”的一个原因。虽然我的战役主要都是非历史题材的,但里面的很多场面与东西都是来自于历史事件的启示,特别是那些曾一再发生的事情:在"The Quest"中,表现了国王们为了达到目的而忘恩负义;在“The King''''s Best Men”中,表现了一连串的灾难性的君主......历史上满是这类事情。

在制作究极场景的公式中,什么因素你将列入考量?
永远都不会有一个究极场景。无论你做得多么好,总会有下一个场景,一个更好的场景,会出现,也许是你做的,也许是别人(可能性更大)做的。即便人们对你的东西的评价是“至今最好”,明天他们将把同样的言辞用在另一个场景头上。我们要正视,所有这些都是短命的。我们津津乐道于“经典”“杰作”,但是同时也忘掉了也许在一两年后所有这些都将成为古董。

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
有很多杰出的制作者和作品都出现了。现在,我最喜爱的是Mark Stoker的“Tamerlane, Prince of Destruction”战役(旧王孙注:即我一再大力推荐的“毁灭王子帖木耳”,详见战役评论版面中的主题“战役中的电影式表现手法”,关于Mark Stoker及其代表作品详见AOK Punk(SCN Punk)小组资料)。其他优秀的设计者有Gordon Farrell(旧王孙注:详见“钩沉”中“最佳场景设计者”候选人栏目), the Rasher(旧王孙注:详见“钩沉”中“最佳工具作者”候选人栏目), DeKont(旧王孙注:即AOK Punk组长Ex-T,详见AOK Punk(SCN Punk)小组资料), Chiang Ning(其作品William Warrior of the Sun v1.05于AOK Heaven上获评4.7分。下载见2nd Orion Award Winners“最佳单人场景”栏目下), Gregory Koteles(旧王孙注:详见“钩沉”),Yogurt(旧王孙注:详见“钩沉”)......还有很多以前帝国时代1及“罗马的崛起”的设计者如Rich Parker, Ty Freeborn, Kyle Leach, Hamlet, imhotep等等。

什么东西你决不会放入场景中?
The ES Flag(旧王孙注:即有ES标志的旗帜)。

你对征服者对地图编辑器所进行的改良有何看法?
棒极了。雪的效果超过了我的期望,重命名的触发也很棒。另外,大部分帝国2中的bug都得到了修正。Save键现在起到了作用,运用触发变得更加简便。能够利用触发产生Gaia物体也是个很棒的附加,这将开启新的发展前途;即便这些触发需尽快的进行除虫工作,但还是很棒。(咳嗽)ES,我们会看到另一个补丁吗?总体来说,满分10分的话,我会对征服者这个扩展版本给出8分的评价。另一个值得注意的是,我很高兴看到官方场景的质量有了巨大的提高。“大地的传奇”中的“海龙禁地”(旧王孙注:关于“大地的传奇”与“海龙禁地”在帝国中文版里的固定译法,感谢小游戏王为我确证---因为我用的英文版帝国。如有朋友也用的英文版帝国而对上述译法不解,可看附录的英文原文访谈录,分别是Vinlandsaga(访谈录原文将二词析开,实际上在帝国战役中应是Vinlandsaga)和The Sea of Worms)效果让我目瞪口呆了两三分钟之久。挡不住的风情!(旧王孙注:原文是Overwhelming!翻译也不能太枯燥了,再说此效果确实有一种“挡不住的风情”式的致命杀伤力,其实听听叶玉卿的“挡不住的风情”也是不错的,右键点选下载“挡不住的风情”:https://202.107.217.17:8000/music/mp3//yyq/991262104.mp3)帝国系列中最悦目的效果之一。

你未来有什么计划吗?如果有,是什么?
音乐,使更多的人听到我的歌。在场景设计期间我有点忽略了歌曲创作,很遗憾。我想在年底完成我的第120首歌曲。还有三首......

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
当然。你会在单位/大地女神/其它栏目中发现金矿......不,开个玩笑。说正经的,如果你想做出高质量的作品,就去下载那些高分场景与战役并且玩它们。当然也要看看那些低分作品,明白哪些错误是你所需要回避的。让好的东西来启发你。AOK Heaven是一个非常好的地方,汇集了这方面的各种知识,在那里,专家与外行设计者都能互相学习交流。

在你的制作过程中,要反复的进行测试,即使这种重复会让你很烦,但也要做。尽力使你的场景特别。如果你对你自己做的场景都不想花费大量时间去玩,别人又怎么会感兴趣?从容进行,不要急功近利。一个好的场景要远胜过20个二流作品。当你完成了测试并找不到任何bug,在帝国设计者的论坛上发布公告“诚征测试员”。这是必须的,因为别人会发现你自己做梦都想不到的一些bug。在AOK forum(旧王孙注:AOK Heaven网站的论坛,可以从AOK Heaven上进入,也可以用这个直接连接:https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=t&fn=4)上总会有人愿意提供帮助的。

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 楼主| 发表于 2003-3-8 15:56:28 | 显示全部楼层
附录:
访谈录原文

An Interview with Ingo van Thiel


The undisputed king of scenario design reveals his techniques, gives tips for beginners and explains why there will never be an ultimate scenario


Could you please share some details about yourself?
I''''m 28, from Cologne, Germany, just finished university, and now I''''m doing the layout of a medical magazine. My other great hobby is music. I''''ve played the guitar and harmonica, written and sung my own songs for about 14 or 15 years. I had a band, and we played a rock/ pop/ folk style of music. We split up in January, so now I''''m looking for something new. My other hobbies are martial arts, going to the cinema and hanging out with friends for a drink or a coffee.

How did you get introduced into the AoK scenario design scene?
I saw Age of Empires at a friend''''s house and got hooked on it at once. I spent a lot of times with random maps and the ES campaigns. At some point, I started designing my own scenarios. Frankly, they were lame. Too easy, not very inventive, and the maps were nothing special either. Then a friend of mine who had internet access downloaded some stuff from AoE Heaven. I played Kyle Leach''''s "The Fortress" scenario, and that was a revelation to me. I tried to recreate Kyle''''s muddy river trick and accidentally invented swamps while I was doing that. Then other ideas just came flowing, and I made up a story about a tribe of fishermen who were at war with the Shang ("The Tai Gun"). My friend persuaded me that this campaign was good enough to submit it to AoE Heaven, and so I did... and I''''ve kept submitting stuff for a while now. After Rise of Rome, I passed on to Age of Kings and now to AoK:TC.

What, in scenario design, do you consider your best achievement yet?
The carrier pigeons in my Mongolian RoR campaign, he he... probably the most controversial thing I did.

What is it you like best about designing scenarios?
I used to draw a lot when I was a kid, and I like telling stories. In scenarios, I can combine both. It''''s like painting pictures that are alive.

If you could add or change three things in the map editor, what would they be?
1. Changing the names of units that get created during the game: A trigger that says "change the name of all Aethelfirths in this area to XYZ"
2. A "hide units" trigger effect, and a "return hidden unit" effect. This trigger temporarily takes one of your units out of the game and out of the player''''s sight without actually removing (destroying) it. The hidden unit can be set back onto the map at any time, any place, and still has all old triggers connected to it: e.g. "bring object to object" would still work for a hidden unit, other than with a unit that gets newly created. This trigger has multiple uses, such as simulating how a hero disappears in a tunnel or a house, or how he comes out of a house/ tunnel.
3. A "fewer objects in area" trigger condition.

How do you start designing a scenario?
I create a random map, and if I like it, I start working it over and change it almost beyond recognition. I often start designing in the corner where I want the scenario to start, and then slowly work myself through the rest. The story grows out of what the editor has to offer, and the story inspires some other scenarios. And of course, a couple of things that happen to me in real life also inspire stories. I rarely plan much ahead. Sometimes I let my characters guide me, and the story just kind of happens. This doesn''''t mean I don''''t care about stories - rather the opposite. I often get stuck midway through, and then comes the hardest part. People who design historical campaigns have it slightly easier there. Research is hard work, but once you''''ve done that, you can take over something that really happened. I made one historical campaign back in RoR, so I think I know what I''''m talking about. If something is in the history books, hardly anybody will say "hey, this is illogical. No king would ever do or say this and that." In a non-historical story, it can be very tough to make the events and people''''s behavior convincing. That being said, I like both historical and fantasy settings. Both have their right of existence.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Depth. If people just want to have a good game, and if they get it from my campaigns, that''''s fine. But if one or two of them want to look under the surface, I hope I''''ll have something to offer to them, too. That''''s one reason why I try to make the characters of my stories as individual and "alive" as possible. And although my campaigns are mainly non-historical, many scenes and things in them have been inspired by historical events, especially things that have happened over and over again: In "The Quest," there is the ungratefulness of kings towards their subjects, in "The King''''s Best Men," there is the ever-repeating cycle of one disastrous king following the other... history is full of such things.

What do you reckon is the formula for the ultimate scenario?
There''''ll never be an ultimate scenario. No matter how well you do, there''''ll always be a next scenario, and a better scenario, either by yourself or (more likely) by others. Even if you create something and people say "best ever", they''''ll say the same thing about another scenario tomorrow. Let''''s face it, all this stuff is very short-lived. We talk about "classics" and "masterpieces" and forget that all this will be old hat in a year or two.

Who or what is your favourite scenario designer or piece of work and why?
There are plenty of excellent designers out there, and plenty of excellent works. At the moment, my favorite is Mark Stoker''''s "Tamerlane, Prince of Destruction" campaign. Other great designers are Gordon Farrell, the Rasher, DeKont, Chiang Ning, Gregory Koteles, Yogurt... and plenty of the old AoE/ RoR crew such as Rich Parker, Ty Freeborn, Kyle Leach, Hamlet, imhotep and others.

What things would you never put in a scenario?
The ES flag.

What do you think of the X-pack improvements to the map editor?
They are great. The snow exceeded my expectations, and the renaming trigger is very nice. Besides, most of the AoK bugs have been fixed. The Save button does its job, and working with the triggers has become easier. Being able to create Gaia objects with triggers is a great addition, too, and will open new possibilities; even though these triggers are in dire need of debugging. *cough* Another patch in sight, ES? All in all, I''''d give this expansion pack an 8 out of 10. On another note, I''''m pleased to see that the quality of the official scenarios has greatly increased. The Sea of Worms in the "Vinland Saga" had me stunned for two or three minutes. Overwhelming! One of the greatest eye-candies in the Age series.

Do you have any plans for the future? If so, what?
Music, and to get more people to hear my songs. I''''ve neglected songwriting a bit over scenario-designing, and I regret that. I''''d like to get my 120th song done by the end of this year. Still three to go...

Do you have a final note and/or a tip for beginning designers?
Sure. You''''ll find the gold mines under Units/ Gaia/ Other... no, just kidding. Seriously, if you want to produce quality work, download the top rated scenarios and campaigns and play them. Also look at some work with bad ratings, to see what mistakes you should avoid. Allow the good ones to inspire you. AoK Heaven is an excellent pool of knowledge, where designers learn from each other - experts and amateurs alike.

When you''''re designing, playtest your work again and again, even if the repetition gets on your nerves. And take some effort to make your scenarios special. If you''''re not interested in spending much time on your own scenarios, why should someone else be? Take your time. Better one good scenario than twenty mediocre ones. When you''''re through with testing and don''''t find any bugs anymore, make a post at the AoK designer forum and say "playtesters needed." This is necessary, because other people might find bugs you wouldn''''t ever dream of. There''''ll always be someone at the AoK forum who''''s willing to help.

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 楼主| 发表于 2003-3-8 15:57:32 | 显示全部楼层
The Downward Spiral访谈录(2000年)
(旧王孙案:The Downward Spiral简称TDS,是AOK Punk成员,其资料及代表作品见AOK Punk(SCN Punk)小组资料)

一连串光辉的战役--The Nexus, The Curse, 还有一些其它正在进行中的项目,都向我们显示了Tyrael(旧王孙注:The Downward Spiral在AOK Heaven上的另一个ID是Angel Tyrael)是多么的勤奋。密切关注,你决不会知道他的下一个妙计是什么......

你能介绍一下自己吗?
我的真名是Chris。我住在美国新泽西州。生于1985年,所以我只有14岁(我现在作答时)。再过两个月就15岁了。(旧王孙注:据此似乎访谈录作于1999年,实则不然,因为七大个人访谈录中所谈及的作品有很多都是2000年发布的,所以The Downward Spiral是指他月份上未满15岁,但年份上已是2000年了)

你是如何登上帝国场景设计舞台的?
我原来一直做星际争霸的场景和战役。然而,从未发布过任何东西。后来,帝国2出来了。相比星际争霸来说,我鄙视帝国2的编辑器,但最终还是习惯了。我有了“The Nexus”的构思,并且利用帝国2做出来了。在玩这套战役的过程中,你会注意到我的帝国地图设计技术越来越纯熟。

截至目前,你把什么视作你在场景设计中取得的最大成就?
毫无疑问,是The Nexus。虽然整体来说没有达到极佳的质量,但结局部分可以胜任极佳的评价。可以很容易的发现,从The Nexus第一集到第六集,我的技术在逐渐提高。当然,我发布的另一个场景The Curse是我的又一个很棒的成就。

关于场景设计,你最喜欢什么?
组织一个有创意的情节和故事。我的所有场景就是因为其中的情节而有名,我希望能维持这种声誉。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
第一且是最重要的,当有bug时,编辑器会当掉。我曾经设计一个短小精悍的场景,在测试时,毫不夸张的说,最少当掉了20次。似乎不重要,但相信我,真的使人感到异常气愤。我在一次当掉后曾经拳打脚踢,以头抢地,电脑砸墙,实在是愤慨。第二,我希望ES能花点时间来对编辑器除虫。在征服者中,他们修正了一些bug,但显然不是全部。而且征服者中的新触发带来了更多的bug。第三,尽管你们可能会认为我是个怪物,但我还是认为编辑器中应该有拼写及语法检查。如果这样,我们可以想象将会有多少语言错误再也不会出现在场景中了。一个绝妙的看法,对吗?;-)

你是如何开始设计一个场景的?
我在这方面很独特。我通常在每样事情上都做一点工作。也就是说,我不会按步就班先写下故事,再做地图,然后加进触发(象大多数设计者所做的那样)。不,我不会那样做,我先对第一幕场景的情节有个基本构思,再做一点地图,做一点触发,如此反复。我首先只对情节会如何发展有个大致概念,而不是非常具体。我会让故事顺其自然,一次性的发展下去。不过这只是我的个人风格。显得相当的无组织。:-P

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
灵感---我之所以选择这个词是因为如果一个设计者在制作场景时没有灵感来鼓舞激励使其饶有兴味,那他在整个项目的工作中将不会尽最大的努力去完成。当我对于一个项目没有灵感时,很简单,我不会去碰它......休息去!因为如果我仅仅把某样东西当作工作去应付,肯定不会出来好成果。

在制作究极场景的公式中,什么因素你将列入考量?
基本上,如果你遵循了Jerusalem的场景设计“十诫”,你将会做出一个完美的场景。对于我来说,一个完美的场景就是一个拥有紧张的剧情,充满趣味的游戏过程,不重复的风格和逼真自然的地图设计的场景,或许还要一点幽默;-)

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
我一直是Mark Stoker的疯狂崇拜者。他曾是帝国1的传奇人物,又以他不可思议的帝国2战役“Tamerlane, Prince of Destruction”(旧王孙注:即毁灭王子帖木耳)击败了一切设计者。

什么东西你决不会放入场景中?
我会让三种常见的东西滚蛋!第一,没配bitmap的场景。如果我看到一个没配bitmap的场景,我就已经知道将会是一个差劲的东西。第二,充斥着大量拼写及语法错误的场景也是很令人大倒胃口的东西!第三,有着我从无缘分“欣赏”和玩过的可怕地图设计的场景。如果你真的在地图设计方面很差劲,就用随机地图。我是AOK Heaven的评分者,我并不在乎你用随机地图(虽然它们的评分将只有3分......但也比1分要好吧?;-))

你对征服者对地图编辑器所进行的改良有何看法?
每个人都赞美新编辑器所做出的新的改良......开诚布公的说,我没有看到很多改进。我看到了一些新单位,或许还有5,6种新触发。我也注意到了在编辑器中仅修正了一个bug,就是原来那个不让设计者两次使用同样触发条件及效果的bug。在这里我可能显得有些无知,但我一直都很鄙视帝国2的编辑器。不过我还是得与它打交道。当人们征询我的意见时,我只有发牢骚;-)

你未来有什么计划吗?如果有,是什么?
确实有。我有一些项目正在进行中。但我还不想泄露有关这些项目的情报,它们依然处于“婴儿”状态;-) 但它们中的一些与Lighthouse Creations小组有关......

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
玩最新发布的战役,从中学习!注意观察很多设计者都在用的常见触发。不要抄袭,要学习。这是个好方法,将会使你在场景设计的起步中占有先手优势。向大师学习;-)(嗷!最后用个笑脸来回应所有问题;-))

附录:
访谈录原文

An Interview with The Downward Spiral


The Nexus, The Curse, and many other projects under construction, are just a couple of examples of how industrious Tyrael can be. Watch out, as you never know what is up his sleeve...



Could you please share some details about yourself?
My first name is Chris. I live in New Jersey, USA. I was born in 1985, so I'm only 14 (when I wrote this). I'll be 15 in two months.

How did you get introduced into the AoK scenario design scene?
Well I used to make scenarios and campaigns for StarCraft all the time. However, I never released any of these materials. Then AoK came around. I despised the editor compared to SC's, but eventually got used to it. I had the idea of "The Nexus," and built from there. You can notice my AoK map making skills got better and better when playing through the campaign.

What, in scenario design, do you consider your best achievement yet?
Without a doubt, the Nexus. Although the entire campaign wasn't great quality, the end I thought was sufficient. It is easy to notice my skill gradually improve from Episode I to Episode VI of the Nexus. However, another scenario I released entitled "The Curse" was another great achievment of mine.

What is it you like best about designing scenarios?
Concepting a creative plot and story. All of my scenarios have always been known for their plots, and I hope to maintain that reputation.

If you could add or change three things in the map editor, what would they be?
First and foremost, the fact that the editor crashes when there is a bug. I was working on a small surprise scenario and when testing it, it literally crashed atleast twenty times. That may not seem like a lot, but believe me, it is VERY aggrivating. I believe I punched, kicked, head butted, and threw my computer into the wall a few times after one of these crashes. Second, I wish ES would just spend a little time ironing out the bugs in the editor. In TC, they fixed SOME of the bugs, but definitely not all of them. And with the new triggers in TC, more bugs have been brought in. Third, call me a wierdo but I think that the editor should have a spell/grammar check in it. If so, imagine how many typos WOULDN'T exist in scenarios! A wonderful sight, eh? ;-)

How do you start designing a scenario?
I'm unique in this aspect. I always do a little bit of everything. Meaning, I don't write the story down, do the map work, and add the triggers in (like most authors). Instead, I get a basic idea of the first scenario's plot, do some map work, do some trigger work, and repeat. I have a basic idea of what the plot will be like, but not in specifics. I just let it flow all at once. But thats my style. And it is quite unorganized. :-P

If you could summarize your approach to scenario design in one word, what would that word be and why?
Inspiration -- I choose this word because if a designer does not have inspiration when creating a scenario, the author will not try his best throughout the entire project. When I don't have inspiration for a project, I simply don't work on it... I take a break! For if I worked on something as a job, my work surely wouldn't have a quality outcome.

What do you reckon is the formula for the ultimate scenario?
Basically if you follow Jerusalem's "The Ten Commandments" of scenario design, you should have a perfect scenario. To me, a perfect scenario is a scenario with an intense plot, fun gameplay, non-repetive style, realistic map design, and perhaps a bit of humor ;-)

Who or what is your favourite scenario designer or piece of work and why?
I've always been a huge fan of Mark Stoker. He was an AoE legend, and blew everyone away with his marvelous AoK campaign, "Tamerlane, Prince of Destruction."

What things would you never put in a scenario?
There are three common things I often see that have to go! First, scenarios with no bitmap. If I see a scenario with no bitmap, I already know its going to suck. Second, scenarios with multiple spelling and grammar errors are a complete turn-off! Third, scenarios with horrible map design I never enjoy or play. If you truely suck at map design, use a random map. I'm a reviewer at AoKH, and I don't mind random maps (although their score will be a 3... but wouldn't that be better then a 1? ;-))

What do you think of the X-pack improvements to the map editor?
Everyone praises the new improvements to the new editor... but quite frankly, I don't see many improvements. I see a few new units, and 5 or 6 new triggers if that. I also only noticed one bug fixed in the editor. The bug that limits the designer's ability to use the same condition/effect two times in a row. I may sound ignorant here, but I've just always despised the AoK editor. But I'll deal with it. I only complain about it when people ask me my opinion ;-)

Do you have any plans for the future? If so, what?
Actually yes. I have a few projects under construction. However, I don't wish to reveal any information on these projects yet, for they are still "babies" ;-) But some of them have to do with Lighthouse Creations...

Do you have a final note and/or a tip for beginning designers?
Play other modern releases, and learn from them! Take notice in common tricks that many designers use. Don't copy authors, but learn from them. Its a good way to get a head start on scenario designing. Learn from the masters ;-) (Wow, I think I used one of those smiley faces at the end of just about every question ;-))


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 楼主| 发表于 2003-3-8 15:58:13 | 显示全部楼层
Enrique Orduno访谈录(2000年)
(旧王孙案:Enrique Orduno是AOK Punk成员,帝国赌城的制作者,其资料及代表作品详见AOK Punk(SCN Punk)小组资料)

Orduno,这位帝国天地中的触发小子,在这里谈论创意,灵感和乐趣,还有他未来的计划。进入赌场吧。

你能介绍一下自己吗?
成,我14岁,住在加拿大魁北克。我还真没什么人生经历,通常和电脑中央处理器连接在一起,再不分开,但我也喜爱滑雪与攀壁运动。不喜欢游泳和跑步,我喜欢从容的享受自己的时间。

你是如何登上帝国场景设计舞台的?
在帝国时代1发布1年后,我买了这款游戏,非常喜爱它,但我进入帝国的社团天地却有点迟。因此,我不玩多人联机对战,而是利用地图编辑器来进行创作,我仅仅做了两个多人scn场景,其中一个已经发布(The Mountain)。但是,帝国1的编辑器不是很好,仅能用于进行地图的设计,我不是非常喜欢。之后,我发现了帝国2并且买回了每件相关产品。当我得到它时(发布首日),我试了一下它的编辑器和触发,真喜欢,再也不舍得关上。

截至目前,你把什么视作你在场景设计中取得的最大成就?
我认为我的密码触发是我取得的最大成就。我做了大量的触发效果,但还是密码最棒。我从Mr_e的一个帖子中得到构思,但险些忘掉,直到最近才完成它。

关于场景设计,你最喜欢什么?
尽力做出新东西--创造,这是个非常好的表达我自己的方式。我不喜欢书写,所以别让我写书。编程非常好但很难,所以也不适合来表达自己的想法。现在我们有地图编辑器,它是如此的简单易学,真是一个妙极了的讲故事的方式。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
增加更多的触发条件(例如当一个对象被损坏,会有一个最后场景的触发条件能修复这个区域中的对象,使其结果是你所希望要的,而不是更多)并且有一套星际争霸那样的战役系统。

你是如何开始设计一个场景的?
先找到一个构思(通常会花费我几周到一个月的工夫),然后坐下思考我怎样用帝国来实现和是否能实现。最后,如果可行,好了,打开编辑器,开始做。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
乐趣。唉,即使某个场景是一个完美的角色扮演游戏并且拥有好的故事情节与游戏要素,但如果没有乐趣的话,那么在游戏进行几分钟后我就会感到厌倦。如果某个场景在游戏中决不自我重复,这才好。举个例子,假如是角色扮演游戏,你所做的就是寻找某个人,然后再找另一位,杀掉一些坏蛋,升级......够了,我很烦。但是,如果游戏过程中不重复相同的工作并有些趣味,我就会玩完它。

在制作究极场景的公式中,什么因素你将列入考量?
如果我知道,那我已经在ES工作了。不,我不知道,而且我认为不存在这样的东西。

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
嗯......我认为是The Downward Spiral。这家伙真棒,做出了堪成最佳cpn战役之一的The Nexus。但还有另一位设计者也给我留下了深刻的印象,是Mia(旧王孙注:女性,Tsunami Studioas小组成员),她虽然已经离开帝国的天地,但她给了我做“帝国赌城”的灵感。

什么东西你决不会放入场景中?
狂暴猴男孩,如果我们可以减少它的防护和攻击,我倒是愿意放入。但现在,他太强大了。

你对征服者对地图编辑器所进行的改良有何看法?
我认为他们做的很棒,加进了一些单位并修正了bug。但是,他们没有添加足够的效果与触发条件(可能只有一两个)。

你未来有什么计划吗?如果有,是什么?
近些时,我将为SCN Punk小组做一个cpn战役。但是,之后,我将退出帝国天地转向别的游戏。

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
对,有一些......不要在AOK Heaven上问一些实际上很简单的问题,象我做的那样,进入地图编辑器,尽可能的去实践,观察每样东西,尝试一切,然后再问。因为问些菜鸟问题,会有损你的名声。绝大多数最棒的设计者几乎从不问关于编辑器的问题,三思而后行。;-)

附录:
访谈录原文

An Interview with Enrique Orduno


Orduno, THE trigger guy in the AoK community, speaks of innovation, inspiration and fun, as well as his plans for the future. Enter the Kasino


Could you please share some details about yourself?
Well, I'm 14 and I live in Quebec, Canada. I don't really have a life, I usually get on the CPU and never leave, but I also like snowboarding and wall climbing. I hate swimming and running, I just like to take my time.

How did you get introduced into the AoK scenarios design scene?
Well, I bought AoE 1 year after it's release, I liked it a lot but entered in the community a little bit too late. So, I didn't try to play multi-player, instead I got in the editor and started creating, I only made 2 multi-players scn, one was released (The Mountain). But, the editor wasn't so cool, because it was all about map design and I don't like that so much. Then, I found about AoK and bought everything related. When I got it (the day it was released), I tried the editor and the triggers and I liked it so much I never wanted to close it.

What, in scenario design, do you consider your best achievement yet?
My password trick is what I think my best achievment. I did a lot of trigger tricks, but that one was so cool. I got the idea after reading one of Mr_e's post, I forgot it until recently where I finally made it.

What is it you like best about designing scenarios?
Trying to make new stuff, creating and it's a good way of expressing myself. I don't like hand writing, so forget about writing a book. Programming is cool but tough, so it's a bad way of expressing my ideas. Then you have the editor, it's sooo simple and a really good way of telling a story.

If you could add or change three things in the map editor, what would they be?
I would add more conditions (one object is damaged, one condition about the last scenario and fix the objects in area so it would be the amount you write, not more) and a system like in starcraft for the campaigns.

How do you start designing a scenario?
I find my idea (usually takes me a few weeks to a month), then I sit down and think how I could do it using AoK and if it's possible to do it. Then, if it passed the tests, well I open the editor and do it.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Fun. Hey, even if the scenario is a perfect rpg and has a really good storyline and stuff, if it's not fun I'll be bored after a few minutes of gameplay. If the scenario never repeats itself, it's good. If it's an rpg and what you have to do is make a quest for Mr. X, then make a quest for Mr. Y then kill a few bad guys, gain level ups...Well, I'll be bored. But, if it never repeats itself and is a little funny, well I'll play it to the end.

What do you reckon is the formula for the ultimate scenario?
If I knew it, I would already work for ES. No, really I don't know and I don't think there's one.

Who or what is your favourite scenario designer or piece of work and why?
Hmmm...I would say The Downward Spiral. This guy is really good and made one of the best cpns out there, The Nexus. But, an other designer that really impressed me is Mia, she left the community but inspired me to make AOKasino.

What things would you never put in a scenario?
Furious Monkey, I would put him in if we could reduce his armor class and his attack. Now, he's too strong.

What do you think of the X-pack improvements to the map editor?
I think they made a really good job adding objects and fixing bugs. But, they didn't add enough effects and conditions (possibly 1 or 2).

Do you have any plans for the future? If so, what?
For near future, I'm working on a cpn for scn punk. But, after that I plan on quitting aok community and moving to an other game.

Do you have a final note and/or a tip for beginning designers?
Well, I have a few...instead of asking questions on aokh about really simple things, do what I did, go in the editor and do all what you can do, look at every thing, try things, then ask. Because after asking newbies questions, you'll get a bad reputation. Most of the greatest almost never asked questions about the editor, think about it. ;-)


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 楼主| 发表于 2003-3-8 15:59:22 | 显示全部楼层
Rodrigo访谈录(2000年)
(旧王孙案:Rodrigo是AOK Dragon创立人,其代表作品详见AOK Dragon(DGDN)小组资料)

作为“龙王”与天才的设计者,Rodrigo当之无愧的居于场景设计舞台上最有创造力的人物之列。

你能介绍一下自己吗?
当然,我是一个住在比利时的16岁学生。

你是如何登上帝国场景设计舞台的?
喔,2000年4月左右,我家上网。在微软的帝国2网页上我发现了AOK Heaven的连接,一周后我就成了那里的常客。我对场景设计很感兴趣,所以开始下载并玩我在那里的Blacksmith中所能找到的所有场景。我看到了设计者所能做的东西后感到很惊讶,所以开始研究实验他们所用的触发效果,然后做出了我的第一个触发效果---Slave Market(旧王孙注:下载https://www.heavendownloads.com/aok/downloads/utilities/slavemarket.zip)。不久之后,我就考虑做一个关于我喜欢的乐队及帝国2角色的场景---The Guy Josselyne Campaign(旧王孙注:此战役在AOK Heaven上获评4.3分。下载:https://www.heavendownloads.com/aok/blacksmith/files/single/the_guy_josselyne_campaign_v1.1.zip)。不久,我就认识了一些测试过我的场景的AOK Heaven论坛成员,这就是我登上帝国场景设计舞台的方式。

为什么成立AoK Dragon小组?怎样成立的?
主要原因是我乐于同别人合作进行一个项目。我最初想做Dragon City,关于一座巨城的场景。我在AOK Heaven论坛上问是否有人愿意提供帮助,3天后有8个人加入。那时AOK Punk要我加入他们小组,所以我想为什么不成立一个自己的呢?小组名称来源于中国文明 (在帝国2中你可以在中国文明的船只与界面上看到龙的图案),也就是我们在Dragon City中所用的文明。不久我又征求更多的人,就这样我们成了一个相当大的小组。

你是如何协调同时作为独立制作人与“龙王”这两种身份的?
确实很难,但多谢Shadows,这个问题已经解决。我安排了两个小组成员当2把手与3把手,这样他们就能帮助我。同样的,我们的下属组织都各有其领导,负责管理各自的成员及事务,减低了很多压力。

截至目前,你把什么视作你在场景设计中取得的最大成就?
我一直都为用在The Guy Josselyne Campaign战役中的两种奴隶市场效果(即上文说到的Slave Market触发效果)感到自豪。但现在我有了更丰富的制作经验,我认为我取得的最大成就无疑是The Tale of Minothar Preview战役中的地图设计(旧王孙注:这个试行版战役在AOK Heaven上得到4.4分的评价,可惜其音乐下载连接现已失效。这是战役下载:https://www.heavendownloads.com/aok/blacksmith/files/single/ttomp.zip)。我在它上面花了大量时间,请注意其细节。

关于场景设计,你最喜欢什么?
拥有创造自己的世界,角色和冒险的能力。设计场景有点象写书,甚至拍电影。写下场景的构思感觉好象写电影剧本。同样的,一个场景就好象一本你在捧读的书,但美妙的是你能使每件事情鲜活起来。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
1.进行游戏时变化提示。现在可以转换目的,但转换提示也是必须的。为了使场景具吸引力与刺激感,你当然不希望泄露太多信息,但提示会起到破坏作用。
2.改变通告信息颜色与字体的触发(或许利用html)(吐舌头,在帝国2和征服者中可以做到,找找看)
3.新的大地女神单位;动态瀑布

你是如何开始设计一个场景的?
通常从基本构思入手。我绝不会先做地图再做触发。实际上也没人会这么做,因为当你加进新触发时,你就得一次又一次的改变地形。但在开始设计场景之前,我通常都写下故事概要和一些将要用到的效果。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
创意。我认为创意是场景设计中最重要的一点。现在人们总希望尝试新的与更好的东西,这就是现代社会,同样也适用于场景设计。如果你使用了新的地图设计方式,从未被涉及过的优秀故事题材,新的触发效果也许还有新的游戏类型或游戏性,将会有很多人喜欢你的场景。但仅对高质量的场景行得通。就地图设计而言,如果仅仅因为以前没人做过,而将你的整幅地图用山填满,那还是不能算一个有创意的地图设计;)。所以实际上我得用两个词来概述我的看法,创意与质量。

在制作究极场景的公式中,什么因素你将列入考量?
大部分我都在上文说过。概述一下:紧张刺激的游戏性,有吸引力的故事,对触发的创造性运用,逼真的地图设计。

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
我还真没有一个特别喜爱的制作者或作品。有很多天才制作者已经出现了,如Ingo(旧王孙注:详见Ingo van Thiel访谈录), Ex-T(旧王孙注:即AOK Punk组长,详见AOK Punk(SCN Punk)小组资料), Mark Stoker(旧王孙注:AOK Punk成员,“毁灭王子帖木耳”的作者,详见AOK Punk(SCN Punk)小组资料), Yogurt(旧王孙注:详见“钩沉”), Gordon Farell(旧王孙注:详见“钩沉”中“最佳场景设计者”候选人栏目), The Downward Spiral(旧王孙注:AOK Punk成员,详见“The Downward Spiral访谈录”及AOK Punk(SCN Punk)小组资料)等等。但他们已经因为其高质量的作品而著称,我也很欣赏。可还有一些未被发现的天才。这是其中的一些:
Shadows:(旧王孙注:由AOK Dragon转入AOK Punk,其资料及代表作品详见AOK Punk(SCN Punk)及AOK Dragon小组资料)他已经很有名了,但还未居于最有名的人物之列,可他是属于那个行列的。几乎没人能象他那样善于构造故事。从其一直做到现在的场景中,他创造了大量的角色,种族,物品。甚至世界。我建议每个看到这篇文字的人都去玩玩他的Shadowmind系列与其即将发布的场景Divided Realms (旧王孙注:后改名为The Swallowed Realm,在AOK Heaven上获评4.6分。在最近的总结性评奖2nd Orion Award 中获最佳音乐奖。其第2章获评4.9分。第3章获评4.4分。)
Red Monk:(旧王孙注:日本小组Tsunami Studios创立者兼组长。在AOK Dragon时ID为Red Monk,创立Tsunami Studios后改ID为Inquizative。其资料详见AOK Dragon及Tsunami Studios小组资料。其代表作品为:
以Red Monk名义发布:
1.取消人口限制触发(4分):https://www.heavendownloads.com/aok/downloads/utilities/poplimit.zip
2.The Fall of Babylon (3.2分):https://www.heavendownloads.com/aok/blacksmith/files/single/babfall.zip
3.Adar's Rise v1.1(4.2分):
https://www.heavendownloads.com/aok/blacksmith/files/campaign/adar11wavi.zip
以Inquizative名义发布:
1.The Forbidden City (4.6分),其音乐连接已失效,这是战役:https://www.heavendownloads.com/aok/blacksmith/files/single/forbidb.zip
2.The Deadening: Soil of the Scorned (Teaser)(4.4分):https://www.heavendownloads.com/aok/blacksmith/files/campaign/deadening_teaser.zip
3.(Pretty Town Entry) Gaiku Airashii(4.3分)(这是Pretty Town Contest的参赛作品):https://www.heavendownloads.com/aok/blacksmith/files/campaign/ga.zip)又一个天才的故事作者,可媲美Shadows。Inquizative---第一个使建设战斗型战役充满魅力的人,并凭其作品赢得了Planet AOE场景设计大赛的大奖(旧王孙注:Planet AOE是另一个帝国网站,网址是:https://www.planetaoe.com/ 。Red Monk(Inquizative)的获奖作品是The Forbidden City)
Tylori Dragon:他原来很有名,但一度离开了帝国舞台。不过最终还是回来了,同时还带来了一些精彩的地图设计与触发效果。
Polarista和James Thomas:(旧王孙注:James Thomas的代表作品为:
1.A Man Alone(4.6分)(即阿木翻译的“独行查尔斯”):https://www.heavendownloads.com/aok/blacksmith/files/campaign/a_man_alone.zip
2.The Power of the Byzantines(3.2分):https://www.heavendownloads.com/aok/blacksmith/files/campaign/byzantine.zip
3.The Coming of the Shah:https://www.heavendownloads.com/aok/blacksmith/files/campaign/shahcpn.zip
以上3个除了第1个是角色扮演外,其余两个均为建设战斗型)他们使角色扮演类型重新焕发生命力。
当然还有许多,不过我暂时想到上面几个。
不过还有一位在场景设计舞台上也受人尊崇。尽管他只做了一个场景,但他是第一个制作真正互动角色扮演类型战役的,我想你们都知道是谁!(旧王孙注:Rodrigo指的是他自己。那个互动角色扮演战役是The Guy Josselyne Campaign)

什么东西你决不会放入场景中?
难题,我答不出。在我看来,场景设计是种艺术,既然是艺术,那么任何东西都允许,除非它不能提供很大帮助。

你对征服者对地图编辑器所进行的改良有何看法?
我认为很理想。我想ES应该能再多加点东西的,但这个改良对我来说已经足够了。有些人对没有增加很多大地女神单位与仅加了4,5个触发而感到不满。但是知足吧,如果没有ES,就不会有帝国2。我非常敬重ES,他们为我们设计者付出了这么多。

你未来有什么计划吗?如果有,是什么?
(旧王孙注:以下的东西将涉及到托尔金的作品,其中文名词翻译我是参考台湾的译法)
噢,有很多。首先当然是我的设计小组,但我还不能透露我们的计划。现在我正忙于The Tale of Minothar(旧王孙注:正式版流产。只有试行版,下载方式于前文已经注明)。它将包括3场战役,以托尔金的爱达世界为基础(旧王孙注:托尔金著作<<魔戒王>>与<<精灵美钻>>中的世界。神上之神怀胎生出了这个世界的神。后者以歌咏的方式将爱达创造出来。爱达是个平坦的世界,只有一个巨大的陆块,被包围在一团强光和以太之中。创造这个世界的神被称为瓦拉)。
我很喜爱魔戒王与精灵美钻,所以我决定做个有关这的战役。不过请注意,它将与托尔金的原著完全不同。在某种程度上我改写了他的原著,我改变了整个故事,因为我不想我的场景完全来自别人的构思,这不是我的风格。

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
决不要怯于向有经验的制作者请教。不过先要有一定的基础,不要问别人在地图编辑器中金矿在哪里或怎样点击使交谈触发生效这些愚蠢的问题。向行家寻求帮助之前,自己先玩玩。

附录:
访谈录原文

An Interview with Rodrigo


Dragon King and talented designer, Rodrigo is undoubtedly one of the most productive people in the scenario design scene.


Could you please share some details about yourself?
Sure, I'm a 16-year-old student who lives in Belgium.

How did you get introduced into the AoK scenario design scene?
Well, around April 2000 my family and I got an internet connection. On Microsoft's AoK page I found a link to AoK Heaven, and after a week I became a regular visitor. I had always been interested in scenario design, so I started downloading and playing all the scenarios I could find in the Blacksmith. I was really astonished when I saw what designers could do, so I started to experiment with the tricks they use, and on that way I designed Slave Market, my first utility. After a while, I had the idea to create a scenario around my favourite music band and my favourite AoK character -- which came out to be The Guy Josselyne Campaign. Soon I got to know some forummers of AoKH who tested my scenario, and that's the way I got introduced.

Why and how did you start the AoK Dragon team?
The main reason was that I would like to work with some people on a project. My first intention was making Dragon City, a scenario covered by a huge city. I asked in Heaven's forum if people would like to help me, and after 3 days already 8 people joined. By that time AoK Punk asked me in their team, so I thought why not founding my own team. The name comes from the Chinese civ (you can see a dragon graphic on their ships and interface), which was the civilisation we used for Dragon City. Soon after I asked some more people, and that way we became a pretty big team.

How do you balance being both an individual designer and a Dragon King?
Actually that's really hard, but thanks to Shadows this problem is solved. I made 2 dragon members 2nd and 3rd head of the team, so they can help me with my job. Also each hosted dragon team has his own leader who is responsible for all his members, so that takes off a lot of pressure.

What, in scenario design, do you consider your best achievement yet?
I've always been very proud of the 2 types of slave markets I used in The Guy Josselyne Campaign. But now that I have more experience I think my best achievement is definatly the map design of The Tale of Minothar Preview. I worked many hours on it, looking at the smallest detail.

What is it you like best about designing scenarios?
The ability to create my own worlds, characters and adventures. Designing scenarios is a bit like writing a book, or even making a movie. Putting the ideas down of what a scenario should look like or feel like resembles writing a script for a movie very much. Also, a scenario is just like a book you're reading, but the nice thing about it is that you can make everything come to life.

If you could add or change three things in the map editor, what would they be?
1. Changing hints during playing the game. You can do this with objectives but changing hints would also be necessary. To keep your scenario attractive and exciting you don't want to give much away, and sometimes hints could spoil this.
2. The ability to change the color and font of the display instructions trigger (maybe by using html) (lol, this is already possible in AoK;TC, just found out about it)
3. New gaia unit: animated waterfall

How do you start designing a scenario?
I always start with a very basic idea. I never design the whole map first and then do the triggers. Actualy nobody should do that because when you insert new triggers you have to change the terrain once and a while. But before starting to design a scenario I always write down an overview of the story and a few tricks I should use.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Creativity. In my opinion creativity is the most important point in designing scenarios. People these days always want something new and better, that's how todays society is, and this also applies to scenario design. Many people will like your scenario if you use a new type of map design, a good worked out story which hasn't been used yet, new trigger tricks and maybe a new type of game genre or gameplay. But this will only work if design a quality scenario. Map design isn't creative when you place your map full with mountains because that hasn't been done yet, duh ;). So actualy I should approach scenario design in 2 words, creativity and quality.

What do you reckon is the formula for the ultimate scenario?
Well most of it I already said above. Let me summarize it in a few words: exciting gameplay, atractive story, creative use of triggers, realistic map design.

Who or what is your favourite scenario designer or piece of work and why?
I don't really have a favourite map designer or piece of work. There are many talented designers out there like Ingo, Ex-T, Mark Stoker, Yogurt, Gordon Farell, The Downward Spiral, etc. But these people are already very known because of their quality work, which I appreciate a lot. But there are still many undiscovered talents. Here are a few of them:
Shadows: he is already pretty good known, but still not at the top, where he belongs. Almost nobody can write stories like he does. In has last scenario on which he's working right now he created tons of characters, races, items, even worlds. I just suggest that everyone who's reading this has to play his Shadowmind series and his upcoming scenario "Divided Realms".
Red Monk: Again a very talented story writer, even as much as Shadows. Inquizative: The first person who made B&D attractive, and is rewarded with this by winning PAoE's scenario design contest.
Tylori Dragon: He has been good known for a while ago, but left the scene. Finally, he's back, with some great map design and very good use of triggers.
Polarista & James Thomas: These will make good RPGs come alive again.
And there are still many others, but these just came in my mind.
But still, there is one demigod in scenario design. Although he just made 1 scenario, he was the first to make a real interactive RPG, and I guess all of you know him!

What things would you never put in a scenario?
A hard question for me, and I think I have no answer on this. In my opinion scn designing is an art, and in art everything has to be possible, at least if it doesn't go too far.

What do you think of the X-pack improvements to the map editor?
I think they're just perfect. I know ES could have added more things, but I think this improvement is good enough for me. There are some people who are angry about that not many gaia units are added, or only 4 or 5 triggers. But just be happy with it, if ES wasn't here there wouldn't be AoK. I respect ES a lot, and they've done so much for us designers.

Do you have any plans for the future? If so, what?
Oh, I have many plans. First of all me design team of course, but I won't say anything of our plans yet. But currently I'm busy with The Tale of Minothar. It will feature 3 campaigns, based on Tolkien's worls Arda. I loved LotR and The Silmarillion, so I decided to make a campaign about it. Note that this will totally different of what Tolkien has written. I am kind of rewriting his books, but I will change the whole story, because I can't design a scenario which is a copy of someone else ideas, that's just not in my nature.

Do you have a final note and/or a tip for beginning designers?
Never be afraid to ask experienced designer questions. But do your homework first, don't ask where you can find gold in the map editor or how the click talk trick works. Before asking an experienced designer for help, play their scenarios first.


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 楼主| 发表于 2003-3-8 16:00:23 | 显示全部楼层
Jerusalem访谈录(2000年)
(旧王孙案:Jerusalem是Lighthouse Creations小组的创立人兼组长,详见Lighthouse Creations小组资料)

这位Lighthouse Creation小组的创始者泄露了他的真实年龄(实际上没有),  给出了他对那些亵渎场景创作的人的看法,并且讲述了他热衷于什么样的战役项目。

你能介绍一下自己吗?
我有无限又一半老了(旧王孙注:这个犹太人在故弄玄虚,不知是犹太教徒或基督教徒),是以色列海法市人。我喜欢听音乐(没有特别偏好,好听就行),网上冲浪,创建网站,在AOK Heaven上讨论,设计场景,读圣经中我喜欢的部分并享受被唤作人生的这份美妙的礼物。

你是如何登上帝国场景设计舞台的?
先回到帝国1的时代,这款游戏我最喜欢的部分就是它的场景编辑器。我做了很多场景。绝大部分都很平庸,很多是关于迷宫的,还有很多则改变了游戏规则;有些东西我现在还很喜欢。受到Ingo van Thiel的Bundonian Tales与The Rasher的Magnus系列这些罗马的崛起战役的启发,我决定做我第一个正经的战役(不象The Weirdness of Goobi和Bessie, the Divine Cow这些战役,仅仅是些场景的合成,平均每个场景只花了我5分钟。这些都从未发布过)。相信我,我有理由不告诉各位我发布过的那套战役的名字。

在帝国2发行后不久,我对这款游戏的兴趣越来越大。我开始频繁访问诸如AOK Heaven和AoE2.com这样的网页。一天,我奇怪的看到这些论坛......剩下的都成为历史。

截至目前,你把什么视作你在场景设计中取得的最大成就?
我真的真的很喜欢“From Prince to Renegade”,对于我来说,是从原来的冗长乏味不断重复的罗马的崛起战役上所进行的一次质的飞跃。现在我有时还玩一下From Prince to Renegade。Moses战役(目前名为Moses the Liberator,听起来过于平常了)中的IMHO(旧王孙注:似为Moses中的LMPO之误,即Let My peole Go的缩写。存疑)也是我目前的另一个最好的作品。

关于场景设计,你最喜欢什么?
在设计场景时要求具有如此众多不同类型的才能。我很喜欢这一点。文学方面,所需要的是具有虚构一个逼真动人的情节的技能。绘图方面,所需要的是具有将各种外形与色彩以优美的方式组合的技能。编程方面,所需要的是具有合理的安排机器进行运算并能修正任何bug的天赋。场景设计包含了所有这些才能;为了创造一个精彩的场景,各种不同的要求需得到满足;这准确的解释了为什么场景设计是如此的令人惊讶且具挑战性,但同时又能使人获得满足感。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
1.可以制造你自己的触发条件和效果。
2.变量;如果你懂程序语言(HTML不能算),你可以看到无尽的可能性。
3.一些随机效果,例如,“随机铺排地图”“选择随机单位”“随机数值”等等。

你是如何开始设计一个场景的?
研究。迄今为止,我还从未做个一个纯虚构的场景(尽管我以后会计划做的),这意味着我做每一个帝国场景时,第一步就是研究圣经并查阅其形形色色的诠释,如若曦,门柱达·大卫,门柱达·锡安等人的著作。顺便说一下,他们都是中世纪的释经家。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
制造错觉。一个好的场景就象一场好的电影;你忘掉了实际上是和一些陌生人同处于一间漆黑的房屋之中,取而代之的是,你全神贯注于你前面幕布上的那些连续的电影画面。同样的,一个好的场景应使玩家感到,他/她不是在一幅沙漠地图上枯燥无味的移动着几个单位;他/她是在引领着以色列人走向自由,走向应许的迦南之地。

在制作究极场景的公式中,什么因素你将列入考量?
乐趣。以什么样的形式出现并不重要,如角色扮演,定量军事单位过关(旧王孙注:指中途不能补充兵力,只能用开头的现有兵力来完成任务),随机地图,多人连机场景等等,所有有具体规则的形式,都可以;如果在游戏时,我开始怀疑,这个场景其中是否有物,很明显的,是个失败的东西。

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
我一贯中意的---从The Tai Gun到The King's Best Men,从帝国1到帝国2---无疑是Ingo van Thiel(旧王孙注:详见“Ingo van Thiel访谈录”)。Ingo van Thiel的所有战役都使我感到极大的震动。另外,Mark Stoker(旧王孙注:AOK Punk成员,“毁灭王子帖木耳”的作者,详见AOK Punk(SCN Punk)小组资料), Yogurt(旧王孙注:详见“钩沉”), Inquizative(旧王孙注:日本小组Tsunami Studios创立者兼组长。在AOK Dragon时ID为Red Monk,创立Tsunami Studios后改ID为Inquizative。其资料详见AOK Dragon及Tsunami Studios小组资料), The Downward Spiral(旧王孙注:AOK Punk成员,详见“The Downward Spiral访谈录”及AOK Punk(SCN Punk)小组资料), Shadows(旧王孙注:由AOK Dragon转入AOK Punk,其资料及代表作品详见AOK Punk(SCN Punk)及AOK Dragon小组资料), Gregory Koteles(旧王孙注:详见“钩沉”), Gordon Farrell(旧王孙注:详见“钩沉”中“最佳场景设计者”候选人栏目), The Rasher(旧王孙注:详见“钩沉”中“最佳工具作者”候选人栏目), DeKont(旧王孙注:即AOK Punk组长Ex-T,详见AOK Punk(SCN Punk)小组资料)和Rodrigo(旧王孙注:即AOK Drgon创立人详见“Rodrigo访谈录”及AOK Punk(DGDN)小组资料),也都是伟大的设计者。

什么东西你决不会放入场景中?
任何我没有全力以赴的东西。假如我都不愿意在自己的场景中投入时间,血汗和泪水,别人又怎么愿意来玩它?“没有全力以赴”也意味着“不敬”。有更好的方式来讲故事。个人觉得,那些在其场景中放入“不敬”的人是混蛋!(旧王孙注:敬业是成功的基本因素)

你对征服者对地图编辑器所进行的改良有何看法?
我现在还没有征服者,所以还不能发表意见。虽然听起来不错,但很遗憾,有人抱怨其中的bug和频繁的当机。

你未来有什么计划吗?如果有,是什么?
我真的,真的,真的渴望设计多人连线场景。这么多的人在联机,想起来就可怕!一旦Moses战役完成,我会首先做它。之后,有个秘密战役......啊不,我不会透露关于它的任何情报。

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
哎呀,在Ingo的伟大的建议之后,真难再给出什么有用的东西了。他已经说了,下载高分场景是个好的学习方式,而没有经过完全测试的场景是不值得下载的。我还能再说些什么呢?......嗯,也许最恰当的就是一首伴随着我创立Lighthouse Creations小组并且至今依然有着实际意义的诗。法国人通常说不出最机智的东西("让他们得意去!"),不过这首诗却是值得认真看待的:

造船
如果想造船,
不要聚集你的人进行乏味的工作,
伐木,设计,营造,
多么枯燥。

让他们欣赏大海吧,
那浩瀚无际的海洋,
引发他们去探索的欲望吧。

诗作者:安东尼·德·圣艾克修伯利
(旧王孙注:这首诗是<<小王子>>的作者法国作家安东尼·德·圣艾克修伯利写的。<<小王子>>倒是有不下十个版本的中文译本。商务版的翻译最好,这句话相当有名“这就象花一样。如果你爱上了一朵生长 在一颗星星上的花,那么夜间,你看着天空就感到甜蜜愉快,所有的星星上都好象开着花。”但Jerusalem所引的这首诗,我却没有发现其中文翻译,我看到过三种英文翻译,这个中文翻译是我根据另一个英文版本翻译而来的。诗不好译,也不可译,我只求表达出意思。Jerusalem引用这首诗大有深意,只有引发 乐趣,才能使小组成员更有效率的工作,才能做出好的战役,而不应仅仅专注于技术问题。不管是对管理,还是对个人的战役制作,都有参考价值)

附录:
访谈录原文

An Interview with Jerusalem


The founder of Lighthose Creations reveals his true age (not), gives his piece of mind on those who use profanity in their scenarios, and tells what project he's truly anxious to work on





Could you please share some details about yourself?
I'm infinity and a half years old, from Haifa, Israel. I enjoy listening to music (no particular preference, given it's a good song), surfing the internet, building websites, forumming at AoKH, designing scenarios, reading parts of the Bible I like and enjoying the great gift called life.

How did you get introduced into the AoK scenario design scene?
Back in the days of AoE, the part I liked most about the game was the scenario editor. I created dozens of scenarios. Most were plain, many involved mazes, and many involved changing the rules of the game; something I still like doing to this very day.
Inspired by great RoR campaigns like Ingo van Thiel's "Bundonian Tales" and The Rasher's "Magnus" series, I decided to make my first serious campaign (unlike "The Weirdness of Goobi" and "Bessie, the Divine Cow" campaigns, which were both merely collections of scenarios that each took me five minutes on average. Neither was ever released). Believe me, there's a reason why I'm not giving you the name of the one campaign I did release...

As the release date for AoK neared, I was getting increasingly interested in the game. I started frequenting home pages of sites like AoK Heaven and AoE2.com. One day, I was curious to see what these "forums" are... and the rest is history.

What, in scenario design, do you consider your best achievement yet?
I really, really like "From Prince to Renegade", which, for me, is a giant leap in quality from that tedious and repeditive RoR campaign. I still play FPTR sometimes. IMHO, the rest of my work in the Moses campaign (yet to be named, "Moses the Liberator" sounds too plain) is my best work yet too.

What is it you like best about designing scenarios?
I like the fact that it requires so many different types of talents. In writing, all one needs is the skill to invent a plot and write it eloquently and vividly. In painting, all one needs is the skill to put shapes and colours in a beautiful way. In programming, all one needs is the talent to logically order a machine to calculate, and fix any bugs. Scenario design encompasses all these talents; in order to make a really great scenario, a variety of very different requirements needs to be met; Which is exactly why scenario design is so mind-boggling and challenging on one hand, but rewarding on the other.

If you could add or change three things in the map editor, what would they be?
1. The ability to create conditions and effects of your own.
2. Variables; if you know a programming language (HTML doesn't count), you can see the endless possibilities.
3. Some effects for randomization, i.e. "Randomize Tile on Map", "Select Random Unit", "Randomize Number", etc.

How do you start designing a scenario?
Research. I have yet to create a fully fictional scenario (though I do plan to do it some day), which means step 1 for each and every AoK scenario I've made yet has been researching the Bible and consulting various interpretations, such as Rashi, Mezudat David and Mezudat Zion. All medieval, by the way.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Illusion. A good scenario is like a good movie; you forget you are sitting in a dark room with a couple dozen other people, and instead you are absorbed into the running frames on the wall in front of you. So should a good scenario convince the player that he/she isn't only moving a couple of units on a desert map; he/she is leading the Israelites into freedom, into the promised land of Canaan.

What do you reckon is the formula for the ultimate scenario?
Fun. It doesn't matter in which form, RPG-like, Fixed Force, a Random Map or a Multiplayer scenario that has all the rules backwards; if I'm starting to wonder whether there's enough milk in the fridge whilst playing a scenario, then obviously the scenario sucks.

Who or what is your favourite scenario designer or piece of work and why?
My all-time favourite, from The Tai Gun to The King's Best Men, from AoE to AoK, has undoubtedly been Ingo van Thiel. I've yet to play a Van Thiel that hasn't literally blown me away. Mark Stoker, Yogurt, Inquizative, The Downward Spiral, Shadows, Gregory Koteles, Gordon Farrell, The Rasher, DeKont and Rodrigo are all each great designers too.

What things would you never put in a scenario?
Anything that isn't the very best I can do. If I'm not willing to invest time, blood, sweat and tears in my scenario, why should someone else want to play it? "Isn't the very best" also includes profanity. There are much better ways to tell a story. Personally, I think anyone who puts profanity in his/her scenario is a #$*@+x!

What do you think of the X-pack improvements to the map editor?
As I don't own it yet, I truly can't express my opinion about it. It sounds promising though. Too bad that people are complaining about bugs and frequent crashes.

Do you have any plans for the future? If so, what?
I really, really, really am anxious to design a multiplayer. Ideas for ones are popping up in such a rate it's scary! I think it's the first thing I'll want to do once the Moses campaign is finished. After that, there's the secret campaign... and no, I'm not giving away any details about that.

Do you have a final note and/or a tip for beginning designers?
Jeez, after Ingo's great tips it's kind of hard to give useful ones. He already said that downloading top-notch scenarios is a great way to learn, and that a scenario not thoroughly tested doesn't deserve uploading. What else can I say?... Well, I think most appropriate would be a poem that accompanied me as I started Lighthouse Creations and as a matter of fact, still does. The French haven't always said the wittiest things ("Let them eat cake!"), but here's a more serious note:

Building a Ship
If you want to build a ship,
Gather the people and plant
In them the love
And wonder of the wide,
Big, endless sea

Do not gather people
And tell them to collect wood,
Draw up a plan
And build a ship.

Antoine de St. Exupery


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 楼主| 发表于 2003-3-8 16:01:20 | 显示全部楼层
PuzzleMan访谈录(2000年)
(旧王孙案:PuzzleMan是Lighthouse Creations小组成员,其作品全集详见Lighthouse Creations小组资料)

从工厂工人,化学质量控制监测员,到Lighthouse Creations小组非凡的场景设计者和触发专家,PuzzleMan无疑是Lighthouse Creations小组最有趣及最有才华的组员之一。

你能介绍一下自己吗?
我现年58岁,住在美国佛罗里达州假日市。曾做过工厂工人,车间主任,铁丝机械工,化学质量控制监测员,现已退休。我的爱好有网球和徒步旅行(膝盖损伤之前)。现在则专注于撞球(小型撞球)与电脑游戏。不久(希望如此)我打算环绕全国旅行一下,徒步或驾机车在一些不同寻常的区域内历险。

你是如何登上帝国场景设计舞台的?
购置游戏之后,发现了场景编辑器,玩了一下,就决定做些场景了。做的时候,不断得到一些构想并将其中一些完成。

为什么加入Lighthouse Creations小组?怎样加入的?
我在“场景设计论坛”(旧王孙注:即AOK Heaven论坛中的场景设计版面(Scenario Design)--https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=t&fn=4)中看到了Jerusalem征求触发作者的帖子。那时我已相当善于制作触发了,所以认为自己也许帮得上忙。因为我的地图设计不是最好的,我想联合起来应该能做出不错的作品。我对目前我们小组所取得的成就感到很高兴。

你是如何协调同时作为独立制作人与Lighthouse Creations小组成员这两种身份的?
一度很难适应,那时我正独立完成两个场景,同时还参与小组的工作。独立制作是很耗时间的。我已发布了6个作品,可能再不会去一个人完成了,除非感到足够的动力。

截至目前,你把什么视作你在场景设计中取得的最大成就?
我所有的场景在重点与特色上无一雷同。我对所有的作品都很满意,没有任何偏爱。或许我最好的作品是还没有发布的Canal Gate修正版。它是特别奉献给那些喜欢找苦吃的玩家的,因为难度极大。假如发布,将命名为Canal Gate (无敌版)。我能击败它,但并不是因为我很棒(我的战力仅高于平均水平一点)而是由于我精确的知道---该做什么,不该做什么。目的很简单,必要的提示也有,但......

关于场景设计,你最喜欢什么?
我很乐于得到一个构思,并看着它最后发展成一个成熟的场景。迄今为止我所做的最奇特的场景是"Drug Bust"。我首先有一个构想,布置一帮毒枭在一个岛上碰头,让后将他们一一解决。为了使其更有乐趣,我得布下一些谜题;但当我制作与测试的时候,我感到很愉快。当你玩的时候,你会想到别人正碰上你为他们设下的难关并可以猜想他们将如何去解决。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
1.修正那些愚蠢的小bug
2.增加一些强力的远程军事单位--对测试非常有用

你是如何开始设计一个场景的?
取决于我将发展一个什么样的构想。有时从地图入手。有时地图是从属于情节与触发的。在Timeline Revisited 中我发展了小说Timeline里的背景事件--这是最先以地图定位,并受情节驱策的。
在Canal Gate中我希望表现一些历史事件,来源于巴拿马运河主权移交(随后就是某些权利被出卖给中国)。我制造了一个独特的座落于海上的4门建筑 (借鉴于Park305的一个场景),不过我不知是谁原创了这个我从其中得到构思的陆地/海门效果。我增加了陆桥来模拟巴拿马地区并且使如何穿越“运河之门”称为一个极度难题。因此这个场景是奠基于其地图特色。
在Frontal Assault中,我是从运用和展示难度条件的使用这样一个构思开始的---整个场景产生于一个触发条件的完成。
在Highland Creation Center中,我决定做一个无人口限制的游戏。就象真的一样。地图与情节依然取决于触发构想。
在Masada 73 C.E.中,我制作了一个短小有趣的表现马萨达之战(旧王孙注:马萨达是2000年罗马帝国于耶路撒冷东南面死海南岸一个土丘上建起的行宫,后来犹太战士为了反抗罗马帝国的侵略,曾经占据行宫,死守 3 年之久。他们明知不可抵抗下去,却又不甘战败被俘,于是便在那里集体自杀。颇似希波战争时的温泉关战士与秦末的田横五百士---宁死
不屈。如今那里成了一处别具意义的历史遗迹,一些以色列军人在集训完毕后,都会选择此地作为宣誓的地方)的场景。什么是我的灵感呢?因为有人做过一个糟得可怕的名叫马萨达的场景。那个场景除了名字外没有任何东西与马萨达有关。于是我就决定做个场景,至少地图要象那个地区,情节也与那个主题有关联并且有趣可爱。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。   
游戏性。尽管对话与美丽的地图很显然可以产生一个更有享受性的作品,但我通常还是更关注于游戏性而不是图像。我玩过的最好的游戏之一是一个早期Sierra的游戏,你可以输入自己的资料。它是16色的,但深具挑战性,有趣,充满着乐趣。

在制作究极场景的公式中,什么因素你将列入考量?
有一个有趣的起始概念,精彩的游戏性并且当你用不同的处理方式(当你重玩时,当同样的地方你用不同的方式来处理,就会显得不一样)时会有多种结果(不明显),用不同的游戏手法时会有交代详细的选择,有一两个有难度的部分---可通过谜题形式或要求较高的建设战斗技能的艰难的策略战斗来表现(在提示中需指明)。在开头有幅好的bitmap也是锦上添花,在审视完成的场景时,还需看是否有幅整体上相当有吸引力的或至少不错的主地图。当然,还有目的提示!当游戏时,我不希望处于疑惑的境地中,“我现在应该做什么?”我并不在意需要四处搜寻来知道应怎样做,但我很讨厌一个处于其中我不知道应怎样做的场景。我必须知道最终目的,并且进行时知道中期目的,否则将会很苦恼。

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
一直忙于制作,因此当拿到游戏时都没怎么好好玩。我玩过的最可爱,使人忍不住开怀大笑的场景是Yogurt的Christmas Morning(旧王孙注:详见“钩沉”)。非常有趣,但联系到上一个问题,Christmas Morning完全没有游戏性。

什么东西你决不会放入场景中?
粗俗。

你对征服者对地图编辑器所进行的改良有何看法?
还没安装。现在电脑有些毛病。无法解释的当机。

你未来有什么计划吗?如果有,是什么?
继续服务于Lighthouse Creations小组直到完成既定目标,并且玩一些现有的精彩场景。我还未玩过帝国2的自带战役。还有一些其它的希望玩到的电脑游戏。

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
当一些轻率的人抨击你的工作时不要放弃。需要花些时间来学习如何做,然后还需要时间来得心应手的做好。在自己的弱项处学习别人。我并不是一个天生的艺术家,但我后期的一些地图相当有吸引力。在我最初开始时对触发一无所知,但现在触发是我的强项。

附录:
访谈录原文

An Interview with PuzzleMan


From factory worker, through chemical quality control supervisor, to extraordinary scenario designer and trigger guy for LC, PuzzleMan is undoubtedly one of the most interesting and talented people on the LC team.

Could you please share some details about yourself?
I am 58 years old currently residing in Holiday, Florida USA. A former factory worker, plant manager, wire rope engineer, chemical quality control supervisor, I am currently retired. My hobbies included tennis and hiking (until my knee went bad). Now I focus on Pool (pocket billiards) and computer games. Soon (hopefully) I intend to travel around the country a bit, hiking or motorcycling into back country and other out of the way areas.

How did you get introduced into the AoK scenario design scene?
I bought the game, found the scenario editor, played around a little bit, and decided to do a few scenarios. As I did them, I kept getting ideas and brought a few of them to completion.

Why and how did you join Lighthouse Creations?
I read Jerusalem''s post on the "scenario design forum" looking for a trigger guy. I had become fairly adept at writing triggers by this time and thought I could be of help. Since my map design skills are not the best, I thought a combined effort might produce better than average work. I am pleased with what we have accomplished as a team so far.

How do you balance being both an individual designer and a LC member?
For a time it was difficult as I was finishing up two scenarios of my own and working on the Lighthouse team. Doing scenarios on my own is very time consuming. I have posted 6 of them and until I feel especially motivated again will probably not do any more of my own for a while.

What, in scenario design, do you consider your best achievement yet?
All of my scenarios are different in both focus and features. I am happy with how all of them turned out and really do not have any favorite. Perhaps my best work is the revised version of Canal Gate which has never been posted. It will only appeal to the dedicated "beat your head against the wall" player as it is extremely hard. If I do post it, it will be titled Canal Gate (the unbeatable version). I have beaten it myself, not because I''m good (my playing skills are little better than moderate) but because I knew exactly what to do and what not to do. The goal is simple, and the clues necessary have been included, but........

What is it you like best about designing scenarios?
I like taking an idea and watching it finally develop into a full fledged scenario. The oddest scenario I have done to date was "Drug Bust". I got the idea of putting a bunch of drug lords on an island that they use for a meeting place and putting them out of business. I had to create a few puzzles to make it fun; but I had fun both making it and play testing it. As you play, you can envision others encountering the difficulties you have made for them and imagining what they will attempt to solve the problem.

If you could add or change three things in the map editor, what would they be?
1. correct the silly little bugs that it has
2. include a couple powerful long range units - useful for testing

How do you start designing a scenario?
It depends on what the idea is that I am trying to develop. In some cases I start with a map idea I wish to develop. In other cases the map is secondary to the storyline or a trigger idea. In Timeline Revisited I developed the background events in the novel Timeline -it was map oriented, and story line driven.
In Canal Gate I wished to portray events some feel could result from the transfer of authority of the Panama Canal (and subsequent sale of certain rights to China). I made unique 4 gated structure which appeared to sit on the open sea (an idea borrowed from a Park305 scenario) though I do not know who originated the original land/sea gate from which I got my idea. I added land bridges to simulate the Panama area and made an it extremely difficult puzzle to get through the "Canal Gate". So the basis for this scenario was a map feature.
In Frontal Assault I started with the idea of using and demonstrating the use of the difficulty level condition- the whole scenario resulted from the implementation of a trigger condition. In Highland Creation Center I decided to do a no population limit game the right way. It plays much like the real game. Once again the map and storyline were a result of the trigger idea.
In Masada 73 C.E. I made a short fun scenario which replicates the battle of Masada (sorta). What was my inspiration? Someone had written a horribly bad scenario and titled it Masada. Nothing about the scenario had anything to do with Masada except the name. So I decided to do a map that at least resembled the area and had a storyline which was both cute and related to the theme.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Gameplay. While dialog and beautiful maps definitly make for a more enjoyable finished product, I have always cared more about gameplay than graphics. One of the best games I have ever played was an early Sierra Game in which you had to type in your input. It was in 16 colors but it was challenging, funny, and loads of fun.

What do you reckon is the formula for the ultimate scenario?
An interesting starting concept, excellent gameplay with variable (and not always obvious)outcomes for different approaches (when you go to replay it, it may turn somewhat differently the second time assuming you make changes in your approach to it), stated options for differing modes of play, one or two very difficult sections either by virtue of a puzzle or a strategically hard battle requiring high B&D skills (with a means to get by this point in the hints). A good bitmap at the start is a plus, a main map that is reasonably attractive and at least well thought out as regards the implementation of the scenario. And instructions! When playing a scenario I never want to be in the position of wondering, "What am I supposed to do now?" I don''t mind having to look around for how to do what needs to be done, but I have no use for scenarios where I don''t know what I am supposed to be doing. I must know the ultimate goal and the intermediate goals as I go along or I am sorely grieved.

Who or what is your favourite scenario designer or piece of work and why?
Have been so busy with design since I got the game I have actually not played it much. The cutest Laugh out Loud scenario I ever played was "Christmas Morning" by Yogurt. Interestingly enough as relates to the previous question "Christmas Morning" is completely without gameplay.

What things would you never put in a scenario?
Vulgarity.

What do you think of the X-pack improvements to the map editor?
Haven''t loaded it yet. Having some computer problems at the present time. Unexplained crashes.

Do you have any plans for the future? If so, what?
To continue with Lighthouse creations until we complete our stated purpose and to play some of the excellent scenarios others have created. I still haven''t played the Campaigns that came with AoK. I also have many other computer games I wish to play of differing venues.

Do you have a final note and/or a tip for beginning designers?
Don''t give up if some thoughtless person slams your work. It takes a while to learn what can be done and then it takes a while to get good at it. Study the work of others in areas where you are weak. I am not naturally an artist but some of my later maps have been reasonably attractive. I knew nothing of triggers when I first started, but now triggers are my strongest point.


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一级翔鹰勋章特级嘉禾勋章特级帝国勋章鹰之王者

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发表于 2003-3-8 17:41:57 | 显示全部楼层
好像还有吧,再加上如何
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 楼主| 发表于 2003-3-8 18:25:22 | 显示全部楼层
等会儿

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一级翔鹰勋章二级嘉禾勋章特级帝国勋章第一届火箭筒杯最佳地图雄鹰勋章

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发表于 2003-3-8 19:31:17 | 显示全部楼层
太棒了,这等精帖竟然抢救出来了
天使归来的博客 大家捧场噢
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一级皇家勋章智将勋章翔鹰建站十周年纪念章一级翔鹰勋章特级嘉禾勋章特级帝国勋章第一届火箭筒杯最佳剧情第一届火箭筒杯最佳创意第二届战鹰杯单人赛亚军鹰之王者

附庸关系1
发表于 2003-3-8 21:26:50 | 显示全部楼层
骑士,你TMD太有头脑了!!这个帖子也许王孙兄自己都没有完整的备份!!鼓掌欢呼!!
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 楼主| 发表于 2003-3-8 22:26:41 | 显示全部楼层
Dimitrios访谈录(2000年)
(旧王孙案:Dimitrios是Lighthouse Creations小组成员,详见Lighthouse Creations小组资料)

虽然他没有提供关于自己的任何资料,但所有人都清楚如果没有Dimitrios的天才与勤勉,Lighthouse Creations小组将会缺少很多东西。(旧王孙注:Dimitrios参与设计和测试了From Prince to Renegade和Moses the Liberator战役中的地图。他是一个住于美国宾西法尼亚州的东正教徒,并且是Heaven Games上的天使---AOK Heaven是Heaven Games下辖的网站,里面管理层的职位设置按基督教中的九天使等级,从上至下依次为炽天使,智天使,座天使,主天使,力天使,能天使,权天使,大天使,天使)

你是如何登上帝国场景设计舞台的?
原来在AOK Heaven上闲逛并且和00phil(旧王孙注:00phil与Jerusalem于1998年共同创立了Lighthouse Creations小组。00phil是副组长,其本人是加拿大的英国圣公会教徒)用ICQ聊天,我上论坛,看到bananaman(Jerusalem的ID)发的一个帖子,里面说:“Phil!你没事吧!有日子没看到你了,如果你没事或在的话,回个帖。我们那个项目要进行下去”我便对Phil说:“嗨,Phil,bananaman在论坛里疑神疑鬼呢,快去回帖吧,不然他真会疯掉;)”Phil回应:“我不怪他,好长时间我都没给他发电子邮件了。”我接着问:“他说的是什么项目?”Phil答道:“我们想成立一个设计小组。”我便说:“酷,我很乐意帮忙!”

就是这么样。

为什么加入Lighthouse Creations小组?怎样加入的?
之所以加入是因为我认为我能为场景套上美丽的故事包装,由于我通常都想出一些不可能在帝国2中实现的故事,所以需要现实一点。在设计小组中,我能用这方面的天份与其他的有才华的组员进行合作做出优秀的场景。关于怎样加入的问题我想已在第一个问题中回答了。

你是如何协调同时作为独立制作人与Lighthouse Creations小组成员这两种身份的?
喔,我没有上传过我个人制作的场景,小组内进行分工,我想我能应付:)

截至目前,你把什么视作你在场景设计中取得的最大成就?
因为我在第一个场景方面没帮上多少忙,就只能说是我的帝国场景“fall of the mountains”,毕竟Lighthouse Creations小组还没有发布我们的战役。

关于场景设计,你最喜欢什么?
举不出例子。可能是背景方面吧。

假如在地图编辑器中你可以增加或改变三样东西,它们是什么?
希望有更多的废墟,我知道已经有了金字塔,现在征服者中又有了罗马废墟,但我想做古埃及,希腊或意大利的废墟城市。当然我还是会做的,以便让玩家可以进行复制,将东西放入大大小小的地图中。

你是如何开始设计一个场景的?
我尚未开始Lighthouse Creations小组的作品制作,所以我假定你是指我那些个人场景。如果你看得到我的硬盘,你可以发现有大约50个半成品场景。我通常是从地图一角的一个或一群单位开始,然后发展成一个城市,也许两个,如果我能为其想到一个故事,我会做下去,否则另行开始。

假如你能用一个词来概述你处理场景设计的态度,那是什么并且请给出理由。
创意。我将东西按你意想不到的方式组合在一起,当你看到,你就会喜欢。

在制作究极场景的公式中,什么因素你将列入考量?
不能告诉你......

谁是你最喜爱的场景制作者,哪个是你最喜爱的作品,为什么?
我实际上很喜欢Ingo Van Thiel(旧王孙注:详见“Ingo van Thiel访谈录”)和Rasher(旧王孙注:详见“钩沉”中“最佳工具作者”候选人栏目)的帝国1作品,很惊人。非常不幸,我没有时间来玩大量的帝国2作品。我认为Ingo的利用帝国1的场景编辑器所做的一些作品非常惊人,他会用帝国1的一些bug来使场景效果更加惊人。Rasher同样如此。

什么东西你决不会放入场景中?
嗯......真不知道。

你对征服者对地图编辑器所进行的改良有何看法?
所增加的每件东西我都喜爱。除了由此而引起的单人场景的衰亡。

你未来有什么计划吗?如果有,是什么?
继续帝国2的场景设计,或ES的其它游戏,甚至可能是地球帝国。

你有什么最终所需注意的东西或告诫之类要告诉初学者的吗?
当你开始制作一个场景时,确定你使用正确的地图尺寸!我通常都很不幸的忘掉了这一点,以致于没有足够的容纳空间而使一些优秀的场景半途流产。

附录:
访谈录原文

An Interview with Dimitrios


Although he has not provided any information about himself, it is clear to all that Lighthouse Creations would lack a lot without Dimitrios' talent and diligence.



How did you get introduced into the AoK scenario design scene?
I was just hangin around Age of Kings Heaven and talking to 00phil through ICQ, when I went to the forums and saw a post by "bananaman" who was the former Jerusalem, and inside it said, "Phil! are you alright! I haven't talked to you in a while, if your okay or around, respond to this post. Plus we need to get that project going" So I said to Phil, "Yo phil, bananaman is freaking out on the forums, I suggest you reply to his post before he explodes ;)" He responded with a "I dont blame him, I haven't emailed him in a long time" So I say " what project is he talking about" and he says "We are trying to make a design team" So I say "Cool, I'll be happy to help!"

and it from there it went.

Why and how did you join Lighthouse Creations?
I joined because I think i have the ability to create beautiful scenario's the lag a bit in story, because I always come up with story's that are impossible to do in AOK, so I need to dull it up, With a design team I can use my talent along with others talents to make a great scenario. I think the answer to how is in the first question.

How do you balance being both an individual designer and a LC member?
Well I dont usually send my individual scenario's to the blacksmith, and the design team splits up the work, I think I've got the time :)

What, in scenario design, do you consider your best achievement yet?
Since I didn't do very much at all as part of the first scenario, I would say my AOE scenario "fall of the mountains." because the LC team hasen't released our campaign yet.

What is it you like best about designing scenarios?
It would be impossible to give one thing. Probably the scenery.

If you could add or change three things in the map editor, what would they be?
I would make more ruins, I know we have the pyramids, and now in TC we have the roman ruins, but I want to be able to make a city of ancient egyptian, greek, or italian ruins. Also I would make it so you could copy your map, and put every thing on a bigger or smaller map.

How do you start designing a scenario?
Well I dont start LC scenarios so I will assume you mean individual scenario's. If you could look through my hard drive you would see about 50 bad titled semi finished scenario's. I usually start out with a single unit or a group in a corner of the map, then a city, or maybe two, and if I can think of a story for it I continue, if I cant I start a new one.

If you could summarize your approach to scenario design in one word, what would that word be and why?
Creative. I put things together that you probably would never think too, and when you see it you like it.

What do you reckon is the formula for the ultimate scenario?
I couldn't tell you...

Who or what is your favourite scenario designer or piece of work and why?
I really liked Ingo Van Thiel's and Rasher's AOE stuff, I thought they were amazing. I unfortunatly cant always find time to play alot of AOK stuff. I think Some of the stuff Ingo did with AOE scenario editor was amazing, he would use AOE'sbugs to make it more amazing. And Same with Rasher.

What things would you never put in a scenario?
Uhhh... I really dont know

What do you think of the X-pack improvements to the map editor?
Every thing they added I LOVE. Exept the death of the single scenario.

Do you have any plans for the future? If so, what?
Just to continue scanrio design with AOK, any other ES games, or probably even Empire Earth

Do you have a final note and/or a tip for beginning designers?
make sure when you start a scenario, Generate the map size! I unfortunatly always forget and end up making a great scanrio withought enough space for anything.









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