This is my first map. Please rate and give pointers on how to improve.
You always were a threat to the dreaded wolf. He hated you more and more as you won counties throughout the land. Finally he got so mad that he attacked your own castle! He charged with his army roaring with rage to destroy you. He won a victory and destroyed your tower. Your guards(spearmen)ran away and a small rescue party was sent to save the spearmen. Note: You can play this either as defender or attacker. For experienced players do hard.
For a first attempt, Walkways is a fairly decent attempt at a siege map. Playing on hard difficulty per the author's recommendation sees you defending against a good sized army, and likewise when attacking on the same difficulty level, there is enough to do to keep you occupied. What I liked about this map was that you don't concentrate entirely on the castle, as there are some buildings outside the castle walls that play a part in the map. Some good work here.
A commendable effort in terms of balancing a siege map between both attacking and defending. The number of troops in the attacking army when you defend is about right, and likewise on hard difficulty/attack mode the siege isn't straight-forward. The relative simplicity of the map design helps here.
The map title lends itself to a path which is created by using raised terrain. Although the theory is simple, I really liked the idea of a winding path to the keep area, a nice touch and not something I have seen before. With the option to commence battle outside of the castle walls too, there are one or two strong points to the design which deserves note, especially that the author is relatively new to design at this time.
Map Design: 2/5
Aside from the design feature above, the map is relatively functional and although there are some areas of modelling of both terrain and castle, it is lacking in this department. Though not an ugly map, the small side screams out for some terrain trickery.
The downloads description page details a brief but satisfactory story to introduce the player to the map. It reads okay, but really needs more content.
Not a bad map at all, and it certainly plays well enough. One small query over the win criteria though; the win condition automatically kicks in at a predetermined date, so if you hold out for two game years, you can win, even if staring defeat in the face (defending).
A few tips:
Work on the landscape: Try to create a sculptured effect with rolling hills, for example. A small map will really benefit from a well designed terrain. The map needs some sort of life to captivate the player. Win/Lose criteria: For a basic siege map such as this, you don't need any win/lose criteria scripted at all. I'd remove the two events you have here. Test the players' skills: You don't need to design a map so hard that you end up ripping your hair out in frustration, nor do you need a convoluted siege with strange win criteria to make a good map. Concentrate on the basics. Make the attacking army face two or three obstacles en route to the keep. With terrain modelling, you could have two small gatehouses to overcome, a small valley laced with pitch or a pocket full of wolves/bears ready to attack when you get to close. Always put as much effort into the story and background information as you do your map: Creating a good story isn't difficult. Work on the idea in mind, try to explore different avenues and see what you come up with. Consider inventing characters that will come to life when the player opens your map for the first time.