Scenario 5a: Muff Malal's Peninsula

Feedback for the mainline campaign Heir to the Throne.

Moderators: Forum Moderators, Developers

borisblue
Posts: 91
Joined: March 4th, 2006, 1:38 am
Contact:

Post by borisblue » March 9th, 2006, 10:15 pm

i think we should eliminate the run option. The level is so easy there's no real reason to run

mstefek
Posts: 4
Joined: July 18th, 2006, 11:32 am
Location: Poland

Re: Scenario Review: Muff Malal's Peninsula

Post by mstefek » July 26th, 2006, 4:52 pm

Dave wrote:(1) What difficulty levels have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
1) Hard
2) 2
3) I kept Konrad near the runaway sign, becaue I wasn't sure that the sceanario ends when I kill the enemy leader.
4) ok
5) Keeping wounded units away from dark adepts
6) 2
7) After playing MMP I see no reason I should choose IotD. At least more gold could be earned on the island.

Quitch
Posts: 69
Joined: January 10th, 2006, 2:32 pm

Re: Scenario Review: Muff Malal's Peninsula

Post by Quitch » August 6th, 2006, 4:10 pm

(1) What difficulty levels have you played the scenario on?
Medium, 1.1.8

(2) How difficult did you find the scenario? (1-10)
2, pretty much a push over, though you need to do more than Bay of Pearls.

(3) How clear did you find the scenario objectives?
Fight or flee, easy enough.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Unconvincing... oh look, another faction! Thank God we shoe horned them in ;)

(5) What were your major challenges in meeting the objectives of the scenario?
You're kidding... right? Preventing the cat from walking over the keyboard?

(6) How fun do you think the scenario is? (1-10)
4, nothing much to see or do here, but I suppose there is some satisfaction to be had from completely and utterly whooping the opposition.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Let them recruit first so you know the type of enemy you're up against.

Clonkinator
Posts: 676
Joined: July 20th, 2006, 4:45 pm
Location: Germany

Post by Clonkinator » August 18th, 2006, 4:27 pm

(1) What difficulty levels have you played the scenario on?
Easy, Normal, Hard at 1.0.1
(2) How difficult did you find the scenario? (1-10)
Escape - 0.
Fight - 2.
(3) How clear did you find the scenario objectives?
As clear as it can be.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Okay.
(5) What were your major challenges in meeting the objectives of the scenario?
None. The only challange was to kill the dark adepts with archers... :roll:
(6) How fun do you think the scenario is? (1-10)
9. A nice scenario where you can take a rest from BoP and level up some units. (I like fighting against weak units)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
No changes. It is good as it is. (Of course it would be funny to be able to use bersercres(? -> I don't know their English name) against dark adepts... :twisted:

kazper
Posts: 8
Joined: March 28th, 2007, 8:45 pm

Post by kazper » March 28th, 2007, 9:09 pm

(1) Hard
(2) 5
(3) Clear although it seemed odd that you could just run across. I chose to fight though.
(4) Pretty clear, but why do they mention the local populace being grateful for clearing out the undead when nothing came of it? I expected a unit, or something.
(5) That Undeads are hard without paladins :P
(6) 7
(7) None really. It's good.

Teodesian
Posts: 2
Joined: February 27th, 2007, 2:52 pm
Location: Texa$
Contact:

Post by Teodesian » April 3rd, 2007, 4:06 pm

(1) All difficulties.
(2) A walk in the park every time, especially with all the merfolk homies backing me up from the last map (perhaps muff malal should have considered not having water access to his base, eh?).
(3) Objectives were clear.
(4) The dialogue was fairly simple, but I think it would be interesting if malal was more than just the local necromancer to cream. Perhaps he could have been a failed disciple of Delfador working for the queen.
(5) Keeping muff alive long enough to squeeze as much gold as possible from the map while having his base surrounded.
(6) The map was a fun break from the usual, where Conrad is running for his life (and getting no cash).
(7) Perhaps muff could be blocking the road instead of sitting way down in the lower part. Perhaps he could also summon some ghouls to poison you. It's hard to have a good healer by that time, and that could add some challenge.

cph
Posts: 129
Joined: May 12th, 2007, 4:29 pm
Location: London, UK

Post by cph » May 13th, 2007, 9:00 am

1) Easy, medium on 1.2.4; medium on 1.3.6.
2) 3
3) Clear
4) Fine
5) Being careful not to expose units to more than one dark adept, and being careful around those walking corpses, which can gang up on a unit and get a kill if you aren't careful.
6) 8 - new enemies make things interesting.
7) None.
Last edited by cph on August 30th, 2007, 9:21 pm, edited 1 time in total.

Tanis Half-Elven
Posts: 7
Joined: October 25th, 2006, 12:58 pm

Post by Tanis Half-Elven » May 22nd, 2007, 9:05 am

(1) What difficulty levels have you played the scenario on?
Medium
(2) How difficult did you find the scenario? (1-10)
Around 3.
(3) How clear did you find the scenario objectives?
Crystal.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Quite straight-forward
(5) What were your major challenges in meeting the objectives of the scenario?
Keeping the units I want to level alive.
(6) How fun do you think the scenario is? (1-10)
6-7.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Get the necromancer to summon something other than WC's. I completely wasted him without severe difficulties.

TGM: Orb
Posts: 11
Joined: February 10th, 2008, 5:44 pm

Post by TGM: Orb » February 10th, 2008, 7:45 pm

Took out the necromancer, of course.

(1) What difficulty levels have you played the scenario on?
Challenging
(2) How difficult did you find the scenario? (1-10)
1. Basically a cakewalk, though I guess it could have been a little more gnarly if I'd crossed the swamp earlier and hadn't done a flanking attack with a hero.
(3) How clear did you find the scenario objectives?
Hm. Only the issue that 'escape' isn't defined. Did I just need to put a unit on the flag, or specifically Conrad. Additionally, I wasn't quite sure whether the Muff Malal stabbing would end the game.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear, yes, interesting, no.
(5) What were your major challenges in meeting the objectives of the scenario?
None.
(6) How fun do you think the scenario is? (1-10)
3. Pretty brainless and monotonous.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
I'd have:
A) added a surprise on the side of the necromancer.
B) Put the first adept recruits in the *second* wave, since at the moment they do a lemming-like march into the swamp and get killed instantly, removing most of the risk.
C) Added a few Soulless and/or Skeletons into the first wave of recruits before spamming walking corpses, to give a bit of a punch.

Helios
Posts: 2
Joined: February 18th, 2008, 7:16 pm
Location: Cervia
Contact:

Post by Helios » February 18th, 2008, 7:54 pm

I took out the necromancer because i tried (only for research purpose :lol: ) to escape but it only appears a windows "on the way to Elensefar" but nothing else happened. I think there's an error with the trigger becase the level doesn't ends, it goes on and on as if you didn't even try to escape.

Maybe this is the punishment for the cowards! :lol:

(1) What difficulty levels have you played the scenario on?
Normal
(2) How difficult did you find the scenario? (1-10)
2
(3) How clear did you find the scenario objectives?
I guessed that i should put Konrad on the marker (as in the 1st level) but it was not so clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Clear but nothing else
(5) What were your major challenges in meeting the objectives of the scenario?
Keep killing those everywhere-spawning zombies that called for "braaaaaaiiinsss"
(6) How fun do you think the scenario is? (1-10)
7 because you can level up many units (i ended this with 2 lvl 3, 3 lvl 2)
(7) What, if any, are changes you would have made to the scenario to make it more fun?

There are too many enemies alike.

User avatar
Buddy Jimm
Posts: 48
Joined: July 25th, 2006, 11:54 pm

Post by Buddy Jimm » February 29th, 2008, 1:07 am

(1) What difficulty levels have you played the scenario on?

Medium, 1.3.17

(2) How difficult did you find the scenario? (1-10)

3. It's a good scenario to introduce beginners to the unique strategy of walking corpse spam & die. It's funny how it's expensive, ineffective, and yet able to kill your most beefy units. And you combat it by letting mages join the front line and keeping both you and your enemy in defensive terrain.

(3) How clear did you find the scenario objectives?

Clear.

(4) How clear and interesting did you find the dialog and storyline of the scenario?

Good, and with just enough information.

(5) What were your major challenges in meeting the objectives of the scenario?

No real challenge.

(6) How fun do you think the scenario is? (1-10)

6. It's good terrain and good practice for the fun to come, but I feel like I'm doing a lot of work for less much-needed XP. I now think loyal Moremirmu and Delurin might be worth more than what I get out of the zombies.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Hard to say. Apart from the immediately previous, there's nothing really wrong with it. And I can always go to Isle of the Damned instead if that bothers me.

SumnerH
Posts: 15
Joined: January 9th, 2008, 6:01 am

Re: Scenario Review: Muff Malal's Peninsula

Post by SumnerH » April 7th, 2008, 6:49 pm

I'm filling these out having done Elves Beseiged-A Choice Must Be Made on "medium" difficulty, and I'm following the advice to rank 10=hardest scenario in the campaign (Seige of Elsenfar), 1 = easiest (Elves Besieged)

(1) What difficulty levels have you played the scenario on?
Medium, Wesnoth version 1.4
(2) How difficult did you find the scenario? (1-10) [1]
2. Maybe a 1. You can just run over and be done with it.
(3) How clear did you find the scenario objectives?
Pretty clear.
(4) How clear and interesting did you find the dialog and storyline of the scenario?
It seemed to be a bit of a non-sequitor in the whole plot.
(5) What were your major challenges in completing the scenario?
Levelling up a bunch of troops without losing anyone.
(6) How fun do you think the scenario is? (1-10)
4. Sort of feels like a grind to bother levelling guys when you could just progress, but knowing what's next you feel obliged.
(7) What, if any, are changes you would have made to the scenario to make it more fun?
Eliminate the central pass through the mountains, which never causes any real problems but occasionally causes an annoying "go chase down the idiot enemy who randomly wandered up here" diversion.

User avatar
Anym
Posts: 7
Joined: April 2nd, 2008, 6:27 pm
Contact:

Re: Scenario Review: Muff Malal's Peninsula

Post by Anym » April 9th, 2008, 7:19 pm

(1) Hero (Normal), 1.4

(2) 2: The easiest so far.

(3) Very clear.

(4) Clear, but uninteresting.

(5) Can't think of any.

(6) 5: Felt a bit like "filler".

(7) Can't think of any.
I look just like Bobbin Threadbare.

Ceilo
Posts: 5
Joined: January 4th, 2010, 2:58 pm

Re: Scenario Review: Muff Malal's Peninsula

Post by Ceilo » January 5th, 2010, 1:43 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?

Medium, 1.6

(2) How difficult did you find the scenario? (1-10)

5. But I didn't try out the "run away" approach which looks really easy.

(3) How clear did you find the scenario objectives?

I wasn't sure whether killing the enemy boss is enough or whether I'm supposed to conquer all the villages. But I found out when the boss was dead :-)

(4) How clear and interesting did you find the dialog and storyline of the scenario?

It's good that Konrad finally gets the opportunity to make a decision on his priorities. If he's really going to be king he should be accustomed to do so I suppose. No problems with clarity.

(5) What were your major challenges in meeting the objectives of the scenario?

Finding the right speed and finding out which kinds of forces to recruit.

(6) How fun do you think the scenario is? (1-10)

5. With time, the undeads get somewhat annoying.

(7) What, if any, are changes you would have made to the scenario to make it more fun?

Maybe meeting villagers at one time or another.

BubbleScreen
Posts: 43
Joined: January 24th, 2010, 6:19 pm

Re: Scenario Review: Muff Malal's Peninsula

Post by BubbleScreen » July 12th, 2010, 11:42 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium, 1.6

(2) How difficult did you find the scenario?
Well, 1 in terms of the objectives, but 4 in terms of keeping units alive.

(3) How clear did you find the scenario objectives?
No problem!

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Eh, felt sort of like filler "oh look here's this guy, we should take him out."

(5) What were your major challenges in meeting the objectives of the scenario?
Keeping units alive- dealing with the zombie chain of death.
Dealing with mer-zombies (he can do that?!) and bats in the water- the trident-holder can only be one place at once.

(6) How fun do you think the scenario is?
6 - a different style of fighting, nice board.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Frankly, put him in the way rather than off to the side. Maybe hidden zombies in the houses.

Post Reply