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The River Society

Author File Description
File Details
Map Size: 200x200 (Small)
Difficulty: Hard
This is my best map so far, a lot more detail and other things.

You are the leader of a group of people called The River Society. All the people come from different backgrounds and different places, people that society doesn't want anymore. Well you have lived peacefully for ten years, undisturbed by any other people. All of a sudden your people begin to be attacked by an Arabian lord, who is demanding goods from your people. They will keep attacking until you have all the goods, and besides them bandits are becoming a problem.

You must collect all the goods for the Arabian Lord, before it is too late. Hope this is better than my previous maps.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
AZ ViTrAzhAs Wow the win conditions are really challenging: 3600 weapons. You have to fill 72 armories! That's a real test of patience rather than fighting skills, or strategy.
AZ ViTrAzhAs
Map Design3.0
The River Society

Playability: 3
Despite the fact that it took me a while to collect two thousand weapons and 1800 stone blocks (That “while” was quite long actually), I have to admit: the mission was rather enjoyable. The script was quite simple: there were repeating invasions, few events and bandits’ attacks. No problems emerged throughout the mission, but I found it boring in places, when the economy was indestructible as the defense. I liked the beginning, though. The player has to get ready for the enemy assaults, and start developing fast. Keeping my granary full was snap as the whole landscape was covered in thick scrub, which I used very well. Ale coverage and religion helped me to set the taxes at -20. I spend the gold on iron; I really can’t remember when was the last time I’ve built so many workshops., therefore I had to buy iron. Overall, the playability was simple but quite interesting.

Balance: 3
Well the balance had serious problems, the playing time was very long, but the script didn’t contain any events later on, just repeating invasions, which were quite boring actually, as the enemy troops didn’t even start assaulting: the map was just too small and my missile troops did the job easily. I really don’t know was that your idea or just a bug, but the invaders often came from the completely different side of the map. In fact, there were no signposts in that part of the plat. That was very amusing actually. The resources were spread quite well, but still you need to work more with the balance next time.

Creativity: 3
Well, the mission had an idea, which was told in the story. The creative features were the invaders (Which came from nowhere), and I guess the design: you had build the defensive structures throughout the map, I liked the low places, which were inaccessible (I built my hovels there). The script was simple; it didn’t contain any fabulous and creative events, etc. Still it is obvious that you had an idea and worked to propose it.

Map Design: 3
This was, perhaps, the weakest aspect of the map, in my opinion. I would have given a 2.5, but since I can’t the design goes to the average 3s. There were quite many details throughout the 200x200 map, but still I found the design unprepossessing. The grass was almost empty, the river was narrow, but it needed more details, too. It finished in a lake I guess, and there were two sources. The boulders were set on the edge of the cliff (I liked that), but the iron ore needed rocks, different forms, etc. There were little shrub, rocks in the landscape but surely it’s not enough.

Story/Instructions: 3
The story was average, it explained the idea well, but was rather too short. Since this is a custom scenario, i would offer writing a longer composition next time.

Additional Comments:
It’s a basic and very long economic mission. Perfect for those of you who have enough patience to fill 40 armories and collect almost 2000 stone blocks. The author worked with this one, but still more time is required to create a good economic scenario.

Suggestions and tips:
I think the main problem was the map size: 300x300 would work fine, as the enemy troops were killed as soon as they came to the map. Besides, later I found a lack of space. Try balancing the map, by adding shorter win conditions, but more events, that are random, small invasion, etc. The playability becomes more thrilling and interesting. You can add various types of events; for example: when the player collects 100 pikes, helpful bandits will come to his castle. This events looks like this: date: starting date; condition: acquired 100 pikes; action: friendly bandits. Whenever the player collects 100 pikes, those bandits will help. You can create a very interesting scenario and explain it in the story. Try creating a creative map design and the story, too. About the design: players like when the design looks natural and realistic. Try adding more small details like rocks, shrub. For example - when you create an oasis, use various types of scrub. Add trees, different shrub, rocks small lakes and other details. The land near the river is usually more fertile, you can also add rocks, small islands throughout the water. Mixing various types of height you van create an amusing landscape with waterfalls, pathways etc. When you place boulders and iron ore, try to mix them with rocks, possibly shrub. The hills need trees, rocks and shrub, too. Try create your style of the map, use a lot of details and other features.

File Author
Thanks for the review, I'll make sure to use your advice in the next map I make.
peter2008 After AZ ViTrAZhAs' comprehensive review, there is few left to say about this economically almost oversized mission.
The sheer masses of goods you have to store can make you think logistically. Leave free tiles between the armouries (by placing single parts shifted and smashing them again afterwards.) Try to have different free sides where you can add new parts of armoury or stockpile. Which tree has to be chopped away next? This dimension of the game can be a fun experience.

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