Posted on 09/01/05 @ 10:08 PM (updated 09/10/05
Ravenvally, was a peaceful town, who's worse enemy was the wolves, has been summoned by the king. The town has been ordered to produce iron,cheese,pitch, and gold for the king, to prepare for an invasion. You're in charge of the town, and you need to defend against bandits, invasion, while making the requested supplies, and manage a town. The Wolf has heard of the importance of this town, and marched his army for your town, he will be bring seige weapons, which will be a huge threat to your wooden walls. Have an army perpared for the on coming invasion. Good Luck
PS: Please leave a rating and comments, and how my map can be improved
PPS: I Will make a Ravenvally CH2, so if you like this map, besure to look for that
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This scenario was ultimately disappointing. The goals, goods and criteria needed to win are quite substantial and the map has the basis for a very taxing and challenging eco-invasion map. However, there are quite serious flaws which makes me wonder if the map has actually been playtested and beaten by the designer. Firstly, you will face an invasion after only four game years. Even concentrating solely on weapon production will never see you manufacture enough weapons to defend against an invasion of over 200 troops. Your starting troops account to a modest half dozen or so, no more. Furthermore, there is a requirement to accumulate 316 iron ingots which is an almost impossible task when you already have two iron mines in place and a fairly lengthy walk back to the keep. In simple terms, it would take forever to reach anything like this level of stock. Many a player will eventually get bored and look for another scenario to play. The fire events are also a nuisance, especially when you cannot build an armoury. Sure, placing silly numbers of wells around the key buildings (armoury, granary - you need 500 cheese) will help to control the spread of fires, but once that building has been lost through repetitive burnings (remember 316 iron and the length of time it will take to accumulate this, and the number of fires scheduled via a repeat event), you will eventually lose the armoury, cannot manufacture weapons and are reliant on whatever troops you managed to recruit to see you through to the end of the scenario. This map has real flaws and hasn't been thought through properly, and the downloader should be aware of this.
Linked strongly to the above text, because balance and therefore difficulty are influenced heavilty by quite intrinsic and core playability issues. The invasions are far too strong, especially after a mere four game years. The iron requirement is far too high and a long-winded map like this can get very repetitive. Fire events are okay if used in moderation or if a scenario has been carefully playtested. It is questionable whether this map can be beaten at all...
In theory, this could have been a very nice eco-invasion, as I stated at the beginning. All the elements are there for a map that should challenge many people and test even the most seasoned player. It is difficult to comment on the creative aspect of this map when the scenario doesn't work as it should though.
Map Design: 1.5
Fairly basic. Large, flat areas of terrain without feature or fauna, save for a spread of trees. This is punctuated by rivers bordered by levees and the pitch is found tucked away in a crude raised area of terrain to the north of the settlement. Some elements of the design are fine, but takes on the appearance of a largely unmodelled landscape.
Limited content covering these equally important aspects of a map design and the score is in line more with the lack of content than anything else.