Introduction to the world of Redwall:
Information on the world of Redwall, which is composed entirely of human-like animals, can be found in the description of my Mossflower Woods Freebuild Freebuild upon which this mission (and the sequels) are based.
This mission, The Rise of the Scourge, is the last of a four mission series which describes some very important or interesting periods in Redwall's history.
From the Abbeybook Records:
Again, the peaceful creatures of Redwall Abbey are forced into war. The evil rat, Cluny the Scourge, so named for his long, agile, whiplike tail, has brought his horde of rats to the Mossflower Woods, and plans to take over our Redwall!
It has been years since any war has been noted in Mossflower country, and no beast in Redwall is seasoned in battle. Nonetheless, they prepare arrows, bows, polearms, and boil great cauldrons of water and vegetable oil to pour on unsuspecting rats. Cluny will be relentless, and his assault shall not stop until he himself is slain.
The walls of Redwall are strong, but we have little resources to repair them. The gates are the weakest points in the abbey, and we have no time to rebuild them in between his attacks. If a gate is broken down, we shall have to rely on our own strength to keep our abbey from falling to this murderer.
This mission is quite hard, and intended for experienced players. However, it is still possible on the Very Hard level.
To play the other missions in this series simply click the links:
The Great Redwall Feast
1: Boiling Oil is vital to winning, you should have at least twenty oil engineers by the final invasion!
2: Don't waste too much stone on hardly damaged walls, it's all you've got.
3: Remember, you cannot rebuild your gates. If they're destroyed, you're in serious trouble. Try to protect each gate with two oil engineers and a few melee units at the ready.
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Phew... finally I managed to beat this map. Certainly a challenge, it is true this map is for the more experienced players. Not only is your wall a very small one, but resources are far away and there is a very limited building availability. The market is off, for an instance. I'm not sure this was such a good choice doing so. There wasn't much to build and it felt... empty. Very limited, but this doesn't bring the score down. In fact this is a clear 5, It's a very fun map to play, and very challenging. There was much to do, and you didn't for once stare at the screen and look while the villagers work about.
It took me some time to find the iron, near the castle. Almost half way through the map I only had two iron mines on the iron far away from the castle. I managed to kill the enemy mostly with archers and spearmen. I did win on normal, but this time I really played my best. I don't think i've ever tried as hard as this time, to win a map.
Need I say again that it is very challenging? No probably not... Its not the hardest map i've ever played. I mean, some people submit impossible maps, but I knew this had been playtested and that it could be won. So I tried as hard as I could, and I actually won with alot of soldiers left, and the city left quite unharmed. I built alot of fletchers as fast as I could in the beginning, and this left me with a large ammount of archers that I managed to win with.
You say that almost half the army should be engineers with boiled oil, I didn't use so many the last time I played it. Eventually you start to build outside the walls, and you can't put your own city on fire. I did this the first times with... uh, well negative effects lol. But one challenge to overcome with the engineers was for me to build accordingly, so that the buildings doesn't take fire when I dropped my oil. I did burn some of my houses with the oil put could put it out.
Well... need I say that maps like this earn a 5 in balance.
This isn't the strongest point in the map. There are a lot of things added to it that makes it one of a kind, but generally, SH is crammed with this kind of maps. Things like the mill and the flawless playability and balance makes a plus here, but still there's not much to it. I know alot of people prefer these types of maps, but a score has to seperate the geniously designed maps with a great idea from maps with more basic design ideas.
Map Design: 4
This part isn't the strongest one in this map either. What makes this a 3 and not a 2, are very small parts of the map. For example the ruins in one corner are excellent. In fact I don't understand why the rest of the map is like this, because you have shown you are capable of very good terraining. Most parts of this map are very plain. There are however are few spots where you have placed rocks and stones and even beach-sand, which lights the terrain up. Some places look very out of place and random, it brings down the score unfortunately.
The story isn't very long. But I believe it is very thought out, and it connects to the rest of the series, which is a plus. I don't mind short stories, unless they are too short.
A tough map with good playability value and good scripting. I have noticed no one has responded in all three maps in this series which is a shame.
A solid map worth playing.
[Edited on 03/15/07 @ 04:06 PM]