This maps has loads of eye candy in and around the fortress to make the whole map look better while slaughtering people.
The enemy dosent attack a part of your fortress, the enemy attacks the whole things due to hidden paths which they choose to take. There is a mountain where a river forms from, and a huge waterfall scenry mastered from the stronghold game editor section.
This ancient fortress was selected to be built where it is as to get to the fort you have to go down to get up into the fortress stronghold. The grand temple stairs are an obstacle and nice eye candy
Once downloaded please give me feedback please, so i no if i done a good job or not.
While I liked the looks of this seige, but I did find several problems that will explain my rating.
On easy, the seiging force has way too many trebuchets and catapults. On harder difficulties, none of the engineers do anything except stand around, and the force is easily defeated. Also the seiging force as well as the defenders' horsemen are rendered inneffective because of the inability to access any terrain but the area they are placed on the map.
The force inside the castle is far too powerful with its awesome force of archers and crossbowmen. So whether playing as defender or attacker, the contest is rather lopsided on any difficulty. Also, the above-mentioned issue with the horsemen cripples the seiging force, making it inneffective.
The eye-candy in this map is nice and well distributed, and the map in itself is interesting and full of detail.
Map Design: 4
I liked the map a lot, with a lot of detail and time taken to create a sound ecosystem. The river and beach area, as well as the mountain areas, were well thought out and constructed. Perhaps a little overuse of the stones in the mountains, and the marsh area was a little out of proportion with the rest of the map. But definite talent at work here.
Sorry for the 1, but I am a stickler for a mini-map and a storyline to support the map, even for something as elementary as a seige. These elements will add realism and a sense of ecxitement to the map. Most players I know love a story as much as a map. Also, the in-map story was confusing and very uninformative. My sense was that i was supposed to play as the invader (I played both ways anyway), but this was all confusing.
All in all, nice looks and promising talent, you just need to work mainly on adding a story to go with the map and better force usage and placement.