This map is about an English Lord that has landed by boat in Holland, and tries to build up a new existence.
You will have to make it to the last battle and meet some economic goals to win.
This map is very challenging, it has large invasions and economic setbacks.
The landscape is a realistic and beatifull depiction of the Dutch coast.
Changes in version 2.1 are :
you now start with 8 iron and I have lowered the blessed requirement from 75% to 60%. I have also toned down most of the invasions slightly.(Based on feedback by Derusett)
The story is slightly different too, it now has more continuity with the upcoming "The lighthouse part II". So if you enjoyed this map make sure to keep an eye out for part II.
If you are having trouble beating this map, make sure to read the "Hints and tips" file, which is included in the zip file.
This is a well crafted and fun map to play. It is very busy and I found myself having to set the game speed down a bit to be able to utilize the starting resources effectively. This is a difficult map and one that I do suggest you download. Be proud if you can beat it on the first try! It take me 3 efforts.
Playability (4/5): Lots of great messages from the Snake that are well timed. There are plenty of different approaches to take defensively and economically.
Balance (3/5): The map seems to be geared towards wheat production and has a nice twist using the windmill. However, when approaching this map with the assumption of not caring at all about bread production it makes it radically easier. Also, there seems to be a turning point towards the end of the game where it seems that the intent is to simply blow you away with large attacks that sort of spoil the game a bit.
Creativity (4/5): I found that this map was a very nice in that it tends to lead you down the wrong path by playing on the tendency to use bread production. The lighthouse was fine but doesn't serve any practical use in the game.
Map Design (3/5): It is immediatly clear that a lot of time and effort was put into the terrain and the asthetic of the map, but then it was a bit of a letdown to find a very rigid pre-built castle that lacked the feeling of a rough establishment that had paid it's dues (as one would expect from the storyline). Also, by altering the castle design with 3 quick changes it is possible to easily fend off all but the final attacks. Very nice use of fords!
Story (5/5): I enjoyed visualizing the storyline and all fell into place. The Snake's comments were really geared towards supporting the storyline and that was nice work.
Posted on 03/24/02 @ 12:00 AM
This map is a very good challenge for seasoned invasion players. I did find it to be a bit of an overkill at the beginning but once I got into the mission a bit it seemed to play out a bit better.
Playability of this map is good. It will take the player some careful study and planning, but over all, if you play it out as intended it is doable.
The scenario lost a little on balance due to the size of the initial invasion and its timing in the game. With such a huge amount of wolves being used early on, it will take players a lot of effort just to clear them off the map and makes it a little tough to prepare for the first invasion. Nearing the end of the scenario, i found the invasions to be a tad large, and with the story and map design, I think they too could be toned down a bit. All in all it makes for average balance.
This is a nicely creative scenario, and I am sure players will enjoy the challenges it offers.
The map design is great. A good deal of effort was put into the landscaping of this map and the author spent a good deal of time tying to present a realistic feel. Well done.
A very nice story and will certainly make for an intersting and intense collection of maps.
Tips. I would suggest that you allow players to build mills. With the mill being placed outside of the castle proper, having it destroyed by invaders kills one of the important food sources.
I would consider reducing the amount of wolves used in the attacks also, that is only an opinion :)