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Stronghold and Crusader: Scenario Design and Modding Forum
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Stronghold 2 » Forums » Stronghold and Crusader: Scenario Design and Modding Forum » The Official SD Compendium: Take 2!
Topic Subject:The Official SD Compendium: Take 2!
posted 12-25-05 17:27 EST (US)         
Welcome to the new Compendium!

The Compendium has been updated from the original work by Thurdl to expand on the existing topics. NAT and Lady Arcola have been hard at work writing tutorials and linking in new pictures. Hope you enjoy it

In this thread you can see an overview of the various tips and tricks that have been brought to our attention by the numerous regulars on this forum. It will list everything from simple tips about the editor, through pictures of eyecandy, to more extensive threads on step-by-step creation of specific features. With a continuing active interest in Scenario Design, hopefully the Compendium can continue to be expanded and updated moving forward.

Contents Of Compendium

Section 1. Frequently Asked Questions (FAQ)
Section 2. Alt Key Combinations
Section 3. How to Create a Scenario
Section 4. Eye Candy and Editor Tricks
Section 5. Other Useful Links

Section 1 - FAQ

Q: How do you get the screenshots to be posted on here?
A: Save your screenshot as a .jpg file. There are many good picture hosting websites on the Internet. ImageShack is one of our personal favourites as it is very easy to use. You can follow the instructions there on the site. Some others to use are photobucket and free picture hosting and one more Ripway. To paste it into a post you must enclose the url in img tags which look like [.img][./img] without the period.

Q: How do I create a minimap to upload in the download section with my map?
A: Follow the instructions here.

Q: Can I change a map when designing, from an invasion to a siege??
A: Yes you can. When on the main map editor screen hold down alt , at the same time - it will give you the option to change the type of map you want.

Q: I made a siege, but when I test it, the enemy troops don't come.
A: Make sure you have placed a signpost (you can find them in the map features tab, next to the rocks) on your map. If you have a signpost and they're still not working, try deleting some units or map features, so you aren't pushing the sprite limit.

Q: How do I write a good Review?
A: All you need to know about writing reviews can be found in the Stronghold Review Guide.

Q: How do I update a scenario I have uploaded?
A: Read this!

Q: How do I make a Multiplayer Scenario?
A: Here's some tips from Wraith.

Q: How can I make my walls damaged in a scenario?
A: Switch the map to Invasion (using alt-,), then create a bunch of enemy troops. Tell them to attack the walls, and stop them when the walls get to how you like them. Then, switch it back to your desired map type.

Q: Why are troops disappearing when I play the map?
A: Stronghold automatically deletes or adds units depending on the difficulty level. Play it on a harder level, and the troops won't disappear.

Q: Can I change the player colour to something besides blue?
A: Yes. Make the map a Siege by pressing alt-comma in the main scenario screen. Save the map, then play it as attacker. While attacking, save the game and convert the .sav file to a .map file.

Q: Where is my Lord?
A: It happens occasionally in scenario design that you will place a keep, and your Lord will go AWOL. If this is the case, the keystroke Alt+V resets your Lord, and will regenerate a missing Lord in the editor.

Q: Why can't I place any more [trees/units/etc]?
A: You have reached the maximum number of sprites, or objects allowed in the map. This is 1000 for buildings, 2000 for plants, and 1499 for units and animals. In the newest patch, the editor will warn you when you can only have 200 more sprites.

Q: Where are my [peasants/workers/house mothers]?
A: Peasants can be created in the map editor by disbanding troops, but they will not turn in to workers. House mothers cannot be created in the editor. To get peasants to turn into workers and get house mothers to appear, play your map for a short while, save it then rename the saved game file to a .map file and place it in the maps folder - you will now have workers and house mothers in the editor! Note that peasants will not appear in siege maps.

Q:Where can I place iron ore?
A: Iron ore cannot be immediately placed on the lowest terrain. The minimum height for placement is High Plain. Once the iron is placed, though, the terrain that it is resting on can be lowered without losing the iron.

Q:How does the computer decide which signposts to use?
A: Unfortunately there is no current definate answer to this, as various people have tested different theories on this subject, and no word has come down from our good friends at Firefly Studios. For the time being, the most current discussion on the topic can be found here.

Q: Can I have allies or computer units who are hostile to anyone?
A: You can use the three extra MP players in single-player scenarios by placing the purple, cyan (light blue) or green units in the MP editor and then changing the map type into some other map type. These units will fight against any other unit on the map including other enemy units. They can be used as extra eye-candy colours or you could even start a scenario with an epic battle with computer players fighting each other. And if you're creative, you can use this trick to have unstable "allies".

This FAQ has only the most common questions. There are more detailed FAQs found elsehwere on the site, the first one being here written by Merepatra* and the second found here written by the guys at Firefly. There is also a Crusader FAQ written by Ztolk*.

Section 2 - Alt Key Combinations

ALT+E: kills off all animals within the editor
ALT+@, or ALT+': brings up the panel where you set initial taxes and ration levels of your scenario
ALT+D: Shows connections and linkage layers. Useful when analysing where your units can and can't walk within the editor. Need to use this whilst looking at the map terrain itself
ALT+V: Respawns the Lord
ALT+,: Allows the map size to be changed as well as the map type

Section 3 - How to Create a Scenario

A good place is to start is by looking at this basic tutorial here. It explains all the basic principles about the editor and is a very good starting place for any designer.

Secion 3a) - Using Events

Without a doubt, the use of events in both Stronghold and Crusader are essential. From a simple win/loss event to the slightly more complex events dependant on other factors, they allow the map you design to be playable and enjoyable by those that downloaded your file. Firstly, I would recommend this quick introduction into using events, composed by Ztolk*. It gives a general overview of how events work and is a great place to start.

Events when well managed can be very effective and can add a lot of enjoyment and extra features to map. However when events are used badly gameplay can be spoilt entirely. Below are a few points worth remembering.

Think about the scenario you are designing. What do you hope to achieve? Is your map to be economic-based, with a number of win-criteria to be met? Is it an invasion, where you must defend a castle against multiple waves of attacks? Or how about a combination of the two - sometimes referred to as an ecovasion within the forums? For each of these possibilities, the use of events can add spice to the scenario. As well as meeting, say, a stone amount objective, you could add in a few bandit invasions that would more often than not target the stone quarry and force you to rebuild. By adding the tree fungus event in a scenario where you need to build a wooden fort and manufacture weapons from planks of wood, you could place an extra burden on the woodcutters as they search for raw materials. These can have a spectacular effect in scenarios where time limits are set, especially within the confines of an economic map. You can create an impact on your popularity by scheduling both wolf attacks and plagues, for example, to the extent that popularity may start to fall quicker than your positive aspects (religious coverage, ale coverage, etc.) can compensate.

With invasions, which are in themselves events, try different methods of getting the AI to attack you. Rather than have one large invasion of, say, 400 troops, try to break it up into 4 separate invasions of 100 troops and see how the map plays. It may play slightly differently, but give you the effect you want. Some of the downloads available here have very large invasions to deal with over a period of time, as a result of the above method - smaller invasions spread out over a period of time, but sufficient in size and frequency to ensure you are kept on your toes. If the invasions are well managed and balanced it can add a huge amount of enjoyment to a map. They is a specific tutorial on the site aimed at helping with balancing invasions found here.

The biggest piece of advice that many, many forumers have given about events is to playtest. It is wise to run through your map a number of times, tweaking and correcting if required, before submitting your map to the downloads section. Probably the second best bit of advice is to download and play as many user-submitted maps here as you can, to gain ideas on what you can and can't do, what works, what doesn't, but also what works for you.

Section 3b) - Landscaping

Rivers, Streams and Lakes -

When deciding to place a river or stream as part of your map, there are a couple of very basic, yet critical factors to remember if you want to achieve a realistic effect. Put simply, water will always find the quickest and easiest way to get from top to bottom. Bearing this in mind, try to place rivers in a natural environment. This river created by ladyjane shows how a river carves its way down a mountainside. Also see this example from Bob T showing a river cutting a clear and realistic river valley on its descent.

Bearing the screenshots above in mind look at your map... where (if any) are the high ground areas going to be? How would the river flow in nature? River terrain looks messy if applied to steep river banks or placed halfway up hills as you sweep the brush around the map. Most rivers will have some degree of current and when it comes to bends, deposit sediment and pebbles on the inside of banks, where the flow is slower. Small areas of land on the inside of bends gives this feeling of sedimentary deposit well. In slower moving rivers, for example nearer to river mouths, the capability of water to hold large volumes of material decreases and this material is deposited in the form of deltas. Large, meandering rivers can be made to look realistic by using the method used on river bends... small, mainly elongated strips of grass terrain reflecting these deposits. This screenshot by NAT shows a river in the later stages of its life where it meanders slowly and areas of ford and sediment build up along its banks.

The ford tool is often overlooked but can look very effective when used sparingly in rivers and lakes, not just to allow troops to cross but it also gives a good effect of stones just underneath the surface.

Higher up near the rivers' source, the flow is less in volume but quicker. On higher terrain, small streams, babbling brooks and waterfalls look extremely impressive, as do springs, which can be easily done either by disguising the source of a spring with rocks, shrubs and/or trees, or allowing the spring to appear between two different levels of plain. See the screenshots in the first paragraph for good streams that are on higher terrain. This river designed by Jack of All Trades though is in a more of a middle stage. It is slower moving but can still cut through the hillside. The valley is still relatively steep sided as well.

For design ideas for waterfalls you may want to look at this Spotlight on Design article written by Lady Arcola.

On the lowest terrain, it's an idea to place trees next to river banks, along with the occasional stone or boulder. Shrubs also work equally well in making the river more of a feature.

Lakes follow similar rules as rivers in terms of decorating them. Raising the surrounding terrain slightly around a lake really gives the idea of depth to a map. You can also recreate wetland without using the marsh effect by using the very smallest brush size and, with river terrain selected, drawing small streams and waterways leading from a main body of water. Try to make this main lake as irregular as possible in terms of shape.

Lakes have a larger role in Stronghold Crusader, taking the form as an oasis. In this example by Sulis* he uses vegetation and rocks to great effect around the oasis.

Marshes can also be very good water features in Stronghold, this screenshot created by Bismuth, the sea meets the land via marshes lined with grass. It looks nice and detailed close-up, as well as from a distance. However marshes do not just have to be created from using the marsh feature. This example by Brave Sir Robyn features an old beaten-down wood fortification next to a newer stone castle. Separating the two, and continuing throughout the map, are finely detailed fords, water, and grass giving a very good marsh effect.

The sea terrain tool can also be used for rivers, especially for coastal settings where the river meets the sea, or where you don't intend to have water on any terrain other than lowest.

Hills, Mountains and Cliffs -

The preset terrain levels, low, medium and high, are useful if your map involves extensive building, but can look a little out of place in other areas of your map. Whilst flat plains can look effective, they need disguising by additional features such as trees, shrubs and rock to avoid blank areas of landscape. This fabulous example created by Warlord Designs shows what is possible when undulating hills are mixed with rocks and vegetation.

In areas that aren't crucial to your map design, a rugged landscape can add real atmosphere. An easy way to do this is to use the second or third smallest brush size, and place areas of different terrain heights around the map. Then, using the equalising tool in the same size, blend the terrain together until you are happy with the result. Don't forget to raise or lower the terrain in areas where you want more of a contrasting effect. Small areas of cliff face need not be equalised, but can be used to reflect outcrops of the parent rock (the rock type below the soil surface) and further enhanced again by careful use of stone and/or boulders.

If you are creating larger areas of raised terrain, a large brush size is naturally better for speed. Large slopes can be created in this manner and can look very effective as shown by theKman01. He broke up his slope with areas of rocks which also works very well. For the more intricate details with mountain scenes, stick to the smallest brush size possible for it is this that will give you the best results.

True mountainous areas can be difficult to achieve within the limits of the editor due to the height restrictions. However, basing the whole of our map on terrain ranging from high to low can combat this limitation and provide more than acceptable results. Small pathways and larger rock outcrops adds the atmosphere element, along with pine trees and shrubs/bushes. This screenshot by Duke of York depicts a fantastic hilly scene. The designer incorporates a fantastic mix of vegetation and rocks/stones.

Also the default effect when placing blocks of terrain produces the cliff look, and can be used to ensure that the AI follows specific routes around the map. Cliffs can be made to blend in by placing rocks and boulders at the base, imitating the weathering effect of ice and water as the rock shatters... known as weathering. Also try to blend rolling terrain with cliffs for a more subtle effect.

This glacier created by Lord Ako shows what can done using higher ground as a map design feature. He has used the Himalayan mountain trick (see eye candy section) to create extra high mountains and then covered them in water to create an impressive glacier.

In Crusader mountainous scenes are harder to create as the elevation feature does not look as effective and there are not as many types of rocks and pebbles to use. Personally I feel that using cliffs, a few rocks and some sparse vegetation gives the best feel as in this screenshot by Stratego. You can also go for a much more flowing design with more vegetation as in this example by Sulis*.

Shrubbery and Vegetation -

One of the greatest features of Stronghold allowing you to make great looking landscapes is the range of bushes and trees. They can take a map and transform the design. Equally, they can also ruin what could be a great terrain if they are placed incorrectly. By this, I mean clumsily or not in keeping with the landscape itself.

It's widely recognised that the pine tree looks better on higher terrain, by coastal scenes or by lakes. The oak and chestnut trees are equally effective lining the route of a river or for creating a thick forest. In this screenshot Tedman uses a mixture of oak trees and shrubs to line a marshy area. Birch trees are much lighter in density and I've found that they work well as light woodland and interspersed with other tree species as they are in this example designed by Jayhawk. Rather than clump them together, try to feather the effect, placing fewer trees further away from your wooded area to give the impression of a forest.

Shrubs and bushes look perfectly suited in between stones in a rocky outcrop as shown in this rocky scene by NAT with this , especially on higher terrain. As rocks weather, they release minerals into the soil. Rocky outcrops also provide shelter from the wind and these factors are reflected in nature. Try the same with your shrub placement.

Lining the banks of a river or lake with shrubs (interspersed with trees, as above) works too. In fact, there isn't any specific area on a map where shrubs don't, or can't, look good. Try to avoid large clumps of single colour that end abruptly, a more random placement seems to be more in keeping with the natural look. This screenshot by ladyjane is a good example of how to use shrubs and trees to give a good effect - the vegetation mixes in very well. This is an easy area of map design and if done well can really add a lot to a map.

Vegetation is almost more important in Crusader, as it is much more of a contrast in a desert scene. It is placed well in this example by Sulis* and in this example designed by WaitandSee where the vegetation is surrounding a water source.

There are some interesting essays on mapmaking on the site as well, there is the First and Last article written by Thurdl*, Simple vs Compelx by Lollard, Ecosystems 101 and many of the top designers answers to Lord Yoshi's Designer Twenty Questions.

Section 4 - Eye Candy and Editor Tricks

The Magic Box -
An idea originally thought up by Lord Yoshi, the magic box is an excellent tool in any designer's kit. A tutorial written by NAT can be found here.

Wooden Walkways and Crenulated Wooden Walls -
This detailed tutorial by Irish Stag carefully explains how wooden walkways and crenulated wooden walls can be made. Kester, in this screenshot, shows how effective the use of wooden walkways can be. She has also used wooden steps trick as well in her design. Wooden crenulated walls are also very effective. In this amazing example by Warlord Designs wooden crenulated walls have been lowered down by using the lowering walls trick to great effect.

Secret Passages and Caves -
Secret passages and caves are based upon something that may be a bug, namely that diagonally connecting bits of (high elevation) terrain can be passed through by units. Kolja Silvani has written a detailed article on what can be done, found here. Secret passages and caves are based upon something that may be a bug, namely that diagonally connecting bits of (high elevation) terrain can be passed by through by units.

Wooden Platform Bridges -
This very clever trick is explained by Kester in her very detailed tutorial. The end result is quite amazing!

Many Uses of Stairs and Pyramids -
Stairs can be used in a variety of ways to give very creative pieces of design. Ztolk* in this tutorial shows how pyramids and other design features can be created.

Paved Roads and Town Plazas -
There are two very good threads written by Gordon Farrell showing tutorials on how to create paved roads and town plazas that can be found here and here. This picture designed by Sulis* shows a fantastic town plaza. NAT has also paved roads to great effect in this screenshot. Both of these last two pictures have used the lowering walls trick to create the paved roads while Gordon Farrell built the walls on a lower height and raised the surrounding land.

Wooden Steps -
This basic tutorial explains how small wooden stairs can be created. Building them on a large scale as in this example by UnikUnok or in this fantastic screenshot by Arn de Gothia are much more time consuming and more intricate to build.

Stone and Wooden Bridges -
thurdl* wrote an effective article on stone bridge design that should provide some ideas. It can be found here. Kester also wrote a Spotlight on Design article on bridges which provides a lot of information. This example by Jayhawk shows an alternative idea for a stone bridge. He has arched his bridge by building stone walls on slightly different heights. For wooden bridges this example by Andy Baz is a magnificent design while in this screenshot the designer Stratego has mixed stone and wood to give a very effective feel.

Stone Walls with Wooden Spikes
This basic tutorial written by NAT explains how wooden walkways can be turned into stone walls with wooden spikes on the top. This trick is used rarely by designers but can provide an alternative to crenulated walls.

Fountains -
Kester has written this basic tutorial and this more detailed Spotlight on Design article concentrating on more complex fountains. This screenshot by Hanarky depicts a magnificent fountain scene mainly using the lowering wall trick.

Minimap Art -
Bismuth has created many maps with an underlying artistic element worked into the background. These minimap screenshots depict many different scenes all equally creative. Duke of York has also designed a magnificent piece of minimap art from his map Treasure Island. Ztolk* has also designed a creative piece of minimap art in Stronghold Crusader that can be seen here.

Yoshi's Cow Farm
This thread has a detailed set of instructions to create a natural cow farm. Warning, this trick only works with unpatched (version 1.0) Stronghold game. This fantastic picture is the final result.

Jousting Tournament and Polo Match
This screenshot designed by Lord Ako shows a finished jousting tournament. The surrounding stands are made from wooden walkways and wooden crenulated walls. A single lowered wall is placed in the middle. The polo match based on the idea from aubergine shown in this screenshot has the knights moving around the grassy area by using the patrol fuction. A stone border is used around the outside, and wooden walkways are again used as stands.

Archery tournament
These two magnificent screenshots of the finished archery tournament have been created by Lord Ako. They can be found in the gallery here and here). Lord Ako has hidden the barracks behind the wooden wall and the surrounding features are palistone walls and lowered stone and wooden walls.

Attach drawbridge to anything -
This small tutorial written by NAT explains how a working drawbridge can be attached to any building in the Stronghold editor. Here is an example screenshot by theKman01 showing how he created a barn complete with door!

Ships -
This ship created by Lord Ako was the first to be submitted to Stronghold Heaven. It has been made by using wooden walkways and wooden steps. Some of the wooden walkways have been built on different heights. The keep and stockpile have also been arranged in a very effective manner. Kester wrote an excellent Spotlight on Design article on ships. It includes many example screenshots of various ship styles. There are also many pictures of ships in the gallery - these done in crusader by Sir Bishop, Tedman's stone ship and this collection of ships by Octavius Maximus.

There are two articles on the way from Lady Arcola, one on the Himalayan mountain trick and the other on the working village (where the people are in position, working away when you first load up a map). If anyone else would like to contribute either a landscaping article or an eye candy article we would be very happy to host it here on the site and link it in to here

Screenshots by Designers

Above and beyond articles on how to create various elements, several of our core of designers and posters have albums in our gallery. They showcase the ideas they have had. In these albums you will find inspiration as to what the editor can do. That's the power of this section, and why it has been given its own category, these ideas are all stepping stones, suggestions of where the editor can go.

Here are the links to the albums in our gallery. Be inspired!
Gathering the Lost is the wonderful eye candy created by members of Stronghold Heaven. Proudly displayed with permission from the individual members.
Anyone can have an album in the gallery. Submissions are made to Lady Arcola - email her at virtuelle at comcast dot net with 5 or more pictures and she will make up an album. Be sure to look at all the pages in the gallery - there are currently four that have member screenshots and albums.

Section 5 - Other Useful Links

These links will go to other parts of Stronghold Heaven (marked "SH"), and to outside sites (marked "Outside").

Main Stronghold Site: (outside)

The Editor: (SH)

Mapmaking 101: (SH)
(Includes more in-depth presentations of some elements first explored in forum posts). This also includes the Spotlight on Design articles which should give you loads of tips on all sorts of specialised design.

An * denotes a former staff member

[This message has been edited by WL_D Arthus (edited 05-24-2009 @ 06:33 AM).]

posted 12-25-05 19:04 EST (US)     1 / 15       
Just a quick not to let you know the new Compendium is great and the massive amount of work put into it will indeed help the community more than they realize. I felt it was important to let you know that your hard work has really payed off and thank you! you really have got the best of stronghold and squeezed it into a nice helpfull package!
Thanks to you both


Wooden Walkways and Crenulated Wooden Walls

there is a link here that doesnt work, I've been going through all of them and i think this is the only one


Work in progress
The Ourea 3
Fallen Angel

The world is my country, all mankind are my brethren, and to do good is my religion.
Author: Thomas Paine

[This message has been edited by WarLord_Designs (edited 12-25-2005 @ 10:19 PM).]

Duc de Noisiel
posted 12-26-05 02:23 EST (US)     2 / 15       
Nice compendium, although there is no legend to explain why some names have an "*".
Sorry to point that out, but the new members might wonder why.
To mention that it means they used to be part of the staff would be a good thing, even if they keep coming here as members.

As for the image hosting, Ripway offers a free account, with 30 MB of storage space, and 15 MB of daily downloads.
It's easy to handle and reliable. I think it might be nice to add it to the other ones.

Lady Arcola
SHH Seraph
posted 12-27-05 02:56 EST (US)     3 / 15       
DDN Got your link added and explained what a * stands for at the very bottom. Thanks for both.


there is a link here that doesnt work

I am not sure where you see that Arthus. Can you direct us better on the broken link?

Seraph Lady Arcola
"I believe that friends are quiet angels who lift us to our feet when our wings have trouble remembering how to fly."
"A real friend is one who walks in when the rest of the world walks out." -Walter Winchell

~ BFME2 Heaven | Stronghold Heaven | Stronghold 2 Heaven~

[This message has been edited by Lady Arcola (edited 12-27-2005 @ 03:04 AM).]

posted 12-27-05 04:43 EST (US)     4 / 15       
Section 4 - Eye Candy and Editor Tricks

Wooden Walkways and Crenulated Wooden Walls -
This detailed tutorial by Irish Stag carefully explains how wooden walkways and crenulated wooden walls can be made. Kester, in this screenshot, shows how effective the use of wooden walkways can be. She has also used wooden steps trick as well in her design. Wooden crenulated walls are also very effective. In this example by Warlord Designs they have been lowered down by using the lowering walls trick.

one of the links in this passage


Work in progress
The Ourea 3
Fallen Angel

The world is my country, all mankind are my brethren, and to do good is my religion.
Author: Thomas Paine
posted 12-27-05 07:22 EST (US)     5 / 15       
Yes, there was one link missing. I have updated it
posted 12-27-05 07:32 EST (US)     6 / 15       
Great! now its perfect

Work in progress
The Ourea 3
Fallen Angel

The world is my country, all mankind are my brethren, and to do good is my religion.
Author: Thomas Paine
Darkslave Master
posted 01-26-06 14:27 EST (US)     7 / 15       
not really "perfect", NAT's name still is in green in one of the first lines...
posted 01-26-06 14:35 EST (US)     8 / 15       
...Actually my name is green throughout, I'll have to change it.
Edit/ All red now

[This message has been edited by NAT (edited 01-26-2006 @ 02:41 PM).]

posted 03-02-06 20:24 EST (US)     9 / 15       
i know this is really old (month and a half since last reply) but the link for "caves and secret passages" does not work. it loads into a blank screen. maybe only for me though. i kinda wanna know whats in that link. can anyone send it to me or something? or maybe just explain.

I was born when Australia and hawaii colided 15 years ago.
posted 03-03-06 09:01 EST (US)     10 / 15       
posted 03-03-06 17:14 EST (US)     11 / 15       
thanks, ya? sorry about giving away that cheat, didnt really know about the Code. now i read it though.

I was born when Australia and hawaii colided 15 years ago.
posted 06-16-06 12:18 EST (US)     12 / 15       
It says that you can use alt comma to change the map type and size. I know that it can change the map type, but I don't know how to get it to change the size, because it never gives me the option to. Could someone explain how to get to the size changing part please?

EDIT: Nevermind. I don't think it did, but just in case, did it say that you needed the patch to do that above?

[This message has been edited by Timballisto (edited 06-16-2006 @ 12:32 PM).]

Duc de Noisiel
posted 06-16-06 12:41 EST (US)     13 / 15       
Hello Timballisto, and welcome to the forums.

When you load a map into the editor, hit "Alt" + "," and the following screen should appear:

That's it.
It might be in english on your game.


Quoted from Take2:

Stronghold Version 1.2 readme

I. New Features
Pressing ALT and , within the map editor now includes the option to resize the map. WARNING: When making your maps smaller, you will lose the edges of the play area. Be careful when using this feature, as it is irreversible.

You know what you have to do...

[This message has been edited by Duc de Noisiel (edited 06-16-2006 @ 12:47 PM).]

posted 04-07-09 21:17 EST (US)     14 / 15       
i would love it if we could get a tutorial for deleting the farm huts in crusader if its possible.. and also some help with PYOK.. i seem to have a problem with it. Any help would be appreciated
von Schmidt
posted 04-14-09 16:30 EST (US)     15 / 15       
Sorry Da_Newbie, but you can't delete the farm huts in crusader, although you can use the 1000-stones trick to make custom farms. But custom farms using the 1000-stones trick aren't operational

I don't know what the problem is with the PYOK map No ideas what's wrong with that.


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