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Downloads Home » Stronghold: Sieges » Realistic Helms Deep v2.0

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Realistic Helms Deep v2.0

Author File Description
zerotide
File Details
Map Size: 400x400 (Large)
Difficulty: Impossible
This is version 2.0 of Realistic Helm's Deep

Some fixes for 2.0
-Decreased number of archers on wall by half

- Took Pikemen of wall, put macemen behind

- Decreased number of swordsmen.

- Reversed current of deeping stream, put watertower at the end of the deep

- Added scenery (rocks, waterfalls, dirt, cliffs etc...)

- Increased attacker number
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
zerotide
File Author
Please comment on this. I would like to know before releasing v2.0 (invasion)
talos_911 After the map was updated to v2, i've re-reviewed the map

I myself, being guilty of 2 Helm's Deep maps, couldn't resist the request for a review, so here it is.

Playability : 4
The map starts out well with the Macemen going for your walls and later swordsmen going for the gate. The well designed fortress makes the AI work very well and I was pleased to see its attack routine.
As attacker, by concentrating on main gate, I was able to take the castle pretty easily as the pikemen on the deeping wall didn't come into play. Still its a fun map.
While defending, what really took me by surprise was the AI breaking a hidden wooden wall and invading my courtyard by surprise! A clickfest later, I had the situation under control, but it was a thrilling moment.

Balance : 3
Although it is a little easy as attacker, it is much better play as a defender and utilize all your forces... The map really does need re-positioning of troops to win, but in the latter stages it becomes too easy, and the AI was never able to break into the inner bailey.
I suggest reducing number of macemen and swordsmen down to 1/4th of current number.
Even in v2, the map was pretty easily won by just putting all my melee troops in front of main gate and moving all archers and crossbowmen to the outer wall...
I believe that if all the crossbowmen were removed from defender's side, the map would become way better. Firstly it would even the odds and secondly, it would be more accurate to the movie (the latter is not a necessary reason)

Creativity : 4
Clearly its a movie based Helm's Deep, and the basic structure is implemented nicely with polish. You won't see a single wall square off the mark and there is a nice sense of symmetry in the structure.
similarly troop placement is very well done, and aesthetically pleasing.
The idea of putting in a secret passage behind courtyard was good.

Map Design : 4
The Helm's Deep Fortress is well done as stated above. The new upgrades it has gone through for v2 are well done and finally round out the castle design nicely. I especially loved the waterfall-tower behind the deeping wall.

The terrain has been reworked and it is evident that the author has put in some effort to update the map based on feedback which really pleased me.
Although still not perfect, it is better looking now and nowhere near as sparse as before. The bushes on the edge of the cliff might have been overdone and push the sprite limit unnecessarily... just a sprinkle of them would have done.
The waterfall near the signpost looks nice and overall, the valley before helm's deep looks nice.
New secret passage for the attackers is really nice, although as attacking player, I was able to use it to my advantage... anyway, I think a Helm's Deep map should be played on defensive unless specified...

Story/Instructions : 3
A basic account of the story has been given in the update... perhaps some more info could have been given...


Overall : A significant upgrade from v1. The author's re-working of the map based on feedback and a genuine interest in his work is really commendable, and I believe he has the capacity to become a great designer.

Very good work zerotide... I shall be looking forward to your future work :).

-Talos_911
zerotide
File Author
Thanks for the review! It was very helpful, my invasion version is done and im just polishing it up. It's on a much larger scale. There will be a system of caves behind the deeping wall. About the wooden barricade...

That was a little idea I got from TTT game. In the hornburg courtyard there was a wooden barricade in front of the steps to the great hall. There is a way to draw your men back though. The steps on the inner keep let you go on the wall which has steps going down on the other side into the final area. (Unfortanately, my enemy skipped the barricade and took the steps, which was the downfall when I played on very hard) Anyways look for a second version of this one too.

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Statistics
Downloads:1,791
Favorites: [Who?]0
Size:537.45 KB
Added:12/01/03
Updated:12/07/03