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Downloads Home » Stronghold: Invasions » The lighthouse part II

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The lighthouse part II

Author File Description
Lord_ako
File Details
Map Size: 400x400 (Large)
Difficulty: Normal
Made with version: 1.1
Minimap:


This follow up of part one takes you ten years ahead in time, now an end has come to a decade of peace and you will once again have to take up arms.
Your old enemy with whom you had the war in England has located and followed you to the shores of Holland.
To make matters worse the dutch noble that attacked you in part I has become very desperate for food.
He has seized the opportunity and is on the offensive again.

This is a very large map which looks real good.
You will have to kill the wolf, he stands on his ship.
It has a fairly challenging economy and at times challenging invasions.
It should be ok on normal diff setting for the average player though.
If you consider yourself a good player I strongly recommend playing it on hard.
If you are having some trouble with beating this map, make sure to read the hints&tips file that is included in the zip file.

This is the second part of a trilogy. PartI is called "the lighthouse partI v2.1, it can be found here under invasion maps. Make sure to play that first, it will enhance the fun and realism of this one.

Aron Groot, aka Lord_ako
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
derusett
Rating
4.8
Breakdown
Playability5.0
Balance4.0
Creativity5.0
Map Design5.0
Story/Instructions5.0
VERY fun map

Balance is a little off at the start and takes ALOT of work to be bringing in enogh cash for a fastish win, around 1155 you get attacked by a large army. so you need a big army to kill them off and then kill off the boat, lots of X bows and Archers, no more then 10 Swords men are needed so don't worry about them so much


I love the landscape makes it hard to block everything off from attacks. which I think is great.

the instructions are very well done and it has a good story.

great job on this one lord ako its my fav one to date and will play it manytimes over

(wouldn't mind more attacks if I got better starting resources, hint for next map *LOL*)
Wraith
Rating
2.8
Breakdown
Playability1.0
Balance1.0
Creativity3.0
Map Design5.0
Story/Instructions4.0
I really cant say I like this. It looks VERY Pretty. The "eye candy" Is unmatched. Unfortuntly we still have to play the map. If there was a slot for eyecandy, it would get a 10, but their isnt...
I write this hoping that your scenarios can gain from this. I saw today that you wrote the questions of an apsiring designer... Here's the tips:

Playablity:
I need to build an armoury. I need wood. I have 5 wood, so atleast I can build a woodcutter. Wait no woodcutter available...Ok, lets buy some.. wait. I cant buy it either! (-2)
In the industry buildings there is only pitch and iron available. *still no wood for them* The iron deposits are too small to fit iron on, and there is no pitch, save one that already has one on it!
(-2)
Only the bakary is available. No mill... Mills are in place, but out of effective range...(-1)
*I could go on, but I cant get it lower...*

Balance:
You start with no armory available, which means that you cant produce weapons until you sacrifce your own buildings, which means that you have to kill off your own buildings, most of which you cant replace! No good. Also, the weapons can make are out of wood or iron, which you cant get!!
(-2)
The farms look pretty, but are infunctional. They dont add to the balance of a strong ecconomic land, which this is supposed to be *10 year later, you think they got it right*
Instead you have moated in lands, that are inaccessable to get things produced...also, you cant tear 1/2 of your buildings down, due to the fact you cant rebuild them! *not taking score off that one, but its sad*
(-1)
The wolfs troops pretty much stand there for the whole thing. a few here and there, with some killing pits, or a bunch of swordsmen, but a completely stangnant AI is really sad looking. If I had the patiance to finish this, I know the result:The either stand there and let you kill them, OR they only attack you if you attack them. Im not Impressed. A few hours of playtesting would reveal the fastest that some onecould produce a decent ecconomy, and send in a few invasions then. Its a VERY lazy approach to the AI. Also, having ford out into the ocean could symbolize the units coming a shore from a ship. I think that would have been better that that.
(-2)

Creativity:
WELL DONE ON THE LANDSCAPE! You can really see the work put into it, and the details. Again, the beauty of this map is amaizing. The way the land has slight variations to it, as well as the mangonel *?* stones works very well. The ship looks great, and so does the ruins.
(+2)
The farmer hasnt moved AN INCH. There has been no development on the island, as would 10 years have shown. Also, the creativity of the plot of "the wolf" is a bit thin. We all know that we cant change who is attacking, we've all learned to move around it and work with our imaginations. I feel that that took a good hard chunk out of the whole image of this scenario.
(-1)
The "farmlands" are Creative, but completly ineffective. They dont produce their goods fast enough, and unlike the first lighthouse *>:D* you cant tear it down and start over. *which is what I did* Also, a lack of building room has been usurped by the mad moat! I cant say that I like the idea there fore:(-1)

Map:I've gone on and on! ITS REALLY PRETTY TO LOOK AT!! The hours of detailing show. I could go on for days, but Ako knows what he's doing. I hope he keeps it up.

Story: Well as far as Sagas go, its doing well. As a book, its good, but as far as a stronghold based plot, it does nothing for me. Its the wolf vs you. It doesnt have to be spectacular, but I think from the missions, we've all heard enough about the wolf. I think that a more dynamic charactor would be good. Also a little bit of a role play element would be good too. Throw in a siege engineer, who acts as your charactor, and you have to see him through the missions...I know that there arnt the triggers for it, but its fun anyway, and thats what this is about, having fun with the plot. Also the comment "He's throwing everything he's got at you" doesnt work. They are standing on the beach getting a tan. I dont think thats much of a throw.

I hope you take this as a constructive critisim, and not get upset about it. If you want, I woud be happy to play test any scenarios that you make, to make sure they're free of snags. Ok?
Lord_ako
File Author
Wraith, your review clearly shows that you haven't played the map, first of all:
-You can place TWO iron mines on the deposits near the ship wreck.
-You can place THREE pitch rigs, including the one you already get.
-You also start with 6 woodcutters already, no you can't build more, but these will deliver enough wood, and will never be destroyed because they are on the other side of the river.
For startwood you can tear at least 4 mills down, that's 40 wood already, now you can build your friggin armoury and some other stuff, now the first load of 72 wood should be coming in.
-If you leave 2/3 mills that are the closest standing, you won't have excess wheat at all. I can clearly see that you missed the "polder" part with this one, the mills represent watermills that pump water out of the polder into the outer channel, that's the moat.
-The Wolf's army is indeed stagnant, except for some horse patrols, you have to siege the ship.
There ARE invasions however which will give you a hard time, but these are of the Snake.
-As for food production; It is layed out like this because it is the best solution for the wet problem, that's also why it's not possible to build more farms, except for apple and meat.It is a drastic solution, like the story says, the Snake wasn't able to so he's almost out of food now.
-Story stuff: It is not about the stronghold wolf, it's just about some Lord named the wolf, I always give my enemies the original name, to be able to use in game messages, this enhances the story given.

I ALWAYS playtest my scenario's very extesively, if possible by other people too. It astonishes me that you dare to rate a scenario that you did not finish!

I ask you to edit your review and rating and to actually finish the scenario, or to remove this review because almost all the reasons you give for your rating are seriously wrong.
Wraith Point by point:
-You can place TWO iron mines on the deposits near the ship wreck.

~No, they are not big enough. Sorry, I couldnt fit one on.

-You can place THREE pitch rigs, including the one you already get.

~I hunted for one, but I still couldnt find it. Its really hard to make heads or tales of the ground, because its full of little spots of pitch. Im sure you could find it, but thats because you put it there ;)

-You also start with 6 woodcutters already, no you can't build more, but these will deliver enough wood, and will never be destroyed because they are on the other side of the river.

~Sorry, I need my woodcutters. Woodcutters = food = people = gold = military. Thats the flow. Limiting me on the basic of the chain is not a happy time. I would change a rating there, If I could build them when/where I need.


For startwood you can tear at least 4 mills down, that's 40 wood already, now you can build your friggin armoury and some other stuff, now the first load of 72 wood should be coming in.

~Thats attrition, and to me, feels like the same as a MP rush game. I Have already mentioned that thats not so fun. If I could rebuild what I tear down, Fine. Thats "not fun, but acceptable".

-If you leave 2/3 mills that are the closest standing, you won't have excess wheat at all. I can clearly see that you missed the "polder" part with this one, the mills represent watermills that pump water out of the polder into the outer channel, that's the moat.

~I did. Sorry about that.

-The Wolf's army is indeed stagnant, except for some horse patrols, you have to siege the ship.
There ARE invasions however which will give you a hard time, but these are of the Snake.

~Ok, fair point, but still not creative. Sorry, its not.
Didnt see the horse patrols btw. Might wanna get the whole thing doing that though. It would look better.


-As for food production; It is layed out like this because it is the best solution for the wet problem, that's also why it's not possible to build more farms, except for apple and meat.It is a drastic solution, like the story says, the Snake wasn't able to so he's almost out of food now.


-Story stuff: It is not about the stronghold wolf, it's just about some Lord named the wolf, I always give my enemies the original name, to be able to use in game messages, this enhances the story given.

~Just went over that....

I ALWAYS playtest my scenario's very extesively, if possible by other people too. It astonishes me that you dare to rate a scenario that you did not finish!

~I dare as I was so bored and frustrated by scenario that I didnt think derusett's high rating was deserved.

I ask you to edit your review and rating and to actually finish the scenario, or to remove this review because almost all the reasons you give for your rating are seriously wrong.

=========================================================
I did not enjoy playing this one as much as the first. The first light house was much better, still the story issues, but better to play. I found major balance issues, map issues, and I have no intention to complete the map. What I have suggested are some basic changes to the map and playablity. I stand by my call. This is a scenario that looks great, but needs some tweaking. Things I would personally change:
~Allow building of woodcutters
~Give +10 wood to start
~Allow the trading of wood if you dont allow woodcutters
~Increase the area of the iron mines by 1 tile on the corners each. Perhaps its just too finickity to place on there.

The Red Baron
Rating
4.2
Breakdown
Playability4.0
Balance4.0
Creativity4.0
Map Design5.0
Story/Instructions4.0
First impressions: This is a wonderful map. The first time I went in to play it I thought how do you begin with this scenario? My advice to anyone playing it don't give up (I almost did) and be creative in solving the military and economic dilemmas.

Playability is a 4 no question in my mind. This is very addictive once you get going. Even after winning it I still wanted to play it again. It keeps you thinking.

Balance is a 4 mainly because it took 3 times to win. I did not consider this too hard or too easy. Although the huge army on the shoreline is daunting, finding a way to break through is very satisfying.

Creativity: I gave it a 4 but could easily been a 5. Unique is the best one word description for this map. Starting setup, terrain, building limitations, market limitations, location of the enemy and the events to name a few all contribute to a really Unique map. By the way, the crossbowmen on the ship are murder, but they make for a great challenge.

Map Design: 5! I have said it before, I rarely give out 5's but this is a flawless map. It is outstanding not just for the eye candy, but more importantly how it was used by the designer and how it must be considered by the player. For example the boat looks great but the defensive advantage to the troops on the boat is perfect. There are several other examples of this in this scenario but to be brief the map is exceptional.

Story: I give it a 4. Although it is not an epic work of literature it is an above average lead in narrative for the scenario.

I really liked this map and highly recommend it. It is very challenging and forces you to think in terms that you might not be used to in a Stronghold scenario. Well done.
ericgolf
Staff
I was passing by out of curiousity and noticed there was no minimap. So I took the liberty of adding the minimap. In the process I had to guess that the version used was v1.1 (the update form insists that the version is now added)

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HGDL v0.8.0

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Rating
3.9
Breakdown
Playability3.3
Balance3.0
Creativity4.0
Map Design5.0
Story/Instructions4.3
Statistics
Downloads:1,399
Favorites: [Who?]0
Size:830.88 KB
Added:03/07/02