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The Castle Falls

Author File Description
File Details
Map Size: 200x200 (Small)
Difficulty: Normal
During construction of the castle an underground spring was discovered. The spring was tunneled out of the castle creating The Castle Falls. The land around the area is fertile but limited. There are good stocks of stone and iron so trading for food is possible...a word of caution, the stockpile can not be moved so make use of stone walls, towers, and/or gatehouses to improve access.

This map is an invasion type but will also presents an economic challenge. Space is limited so building placement planning will be needed to complete this mission. The neighbors of this castle do not like you. The Rat, Snake, Pig, and Wolf all take a shot at destroying you. Other economic disasters also impede you from completing this mission.

Those that want a real test try this on Very Hard.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Map Design3.0
I enjoyed the scenario: no bugs, lot of events and some objectives to reach.

Playability: the playability is rather good, and events are well distributed.
The player cannot give a break to its attention: really, there is always an event that require a fast reaction to avoid to miss the map's objectives.
It is not simple mix all events available in the game, to make a fun scenario, but in this case I have to say that the job was well done.

Balance: the balance is not good as the playability.
I played the scenario at normal and hard rate, but I was able to finish both at the first attempt. Indeed, if not planned, the development of settlement around the castle would be catastrophic, due lack of space for resources or wells to fight fires, but a careful disposition of production sites can help to avoid problems at the end of the scenario. The queer place for stockpile is just a start problem, quickly solved by some stones put in right places. After the final battle, everything is simple: just some events to face, but without your competitors attack, you have just to take the time to reach all map's targets.
Maybe, less obstacles to enemy attacks would be the scenario a little harder.

Creativity: the scenario's idea is fine, even if nothing of exceptional.
I liked the economic challenge, the real issue of the map, and the fighting phases were welcome to make the game a little more funny.

Map design: the small map make the path for enemy attacks too hard, and this lower the fighting part effect of scenario.
In my opinion this is a little problem, and a more clear map or multiple signposts would help to make all scenario more diffucult. The space for buildings is not really little, but a good plan for settlement is needed to hits mission goals.

Story/Instructions: simple, well presented but without the map. Sufficient to introduce you to what is required.

The overall judgement for this map is good: it deserve to be played, for some hours of interesting entertainment.
The Red Baron
Map Design3.0
Playability: Really had lots of fun playing this map. This scenario seemed to really punish mistakes. I really liked the fact that if your not vigilant in preparing defenses, producing food and placing wells you can't just overcome these deficiencies like you can in other maps. Also if you don't pay attention to the stockpile situation your efficiency will suffer. One suggestion is that if there was a limit after that final invasion it would force the issue of meeting the goals and keeping the pressure on after even after the invasions have been beaten.

Balance: Good job in balance. I did not loose the first time through, I was annihilated the first time through. The invading armies were of sufficient size to take advantage of mistakes. And the fires ... there were enough of them to be devastating if not prepared for and they were particularly well timed. And by the way all that wheat disease was a nice touch. It made it tough to feed everyone and to store up for the goal of 500.

Creativity: Got to say a job well done if for no other reason than the stockpile access problem. I had to think and plan very precisely where I would be building things.

Map: Although I have to give you credit on the stockpile placement and the terrain and effects right around the keep, The rest of the board seemed a little thrown together. Some of the elevation changes could have been a little more irregular/natural. The stone and iron placement in the bottom right hand corner seemed well done/placed. But the big wide patches to the "north" of the keep just seemed thrown out there. Just a little more time putting a bush here or dropping the elevation there would make this a "prettier" map.

Story: The story was good but the instructions were particularly notable. I liked how the stockpile access problem was presented. Not too much information but just enough to tease you into checking out the scenario.

This is definitely a replayable map and I recommend it.

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Map Design3.0
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Size:380.87 KB