Posted on 07/05/07 @ 05:25 AM (updated 07/08/07
This is one of my first "serious" multiplayer maps. It has been initially created to play in cooperation with a friend vs 6 allied AIs, but of course you are free to play it the way you want. It is certified "AI-friendly" for all AIs.
|Number of Players:
The story of the map is included in its ingame description.
i would be really glad if you could take a few minutes to rate it so I'd be able to improve my mapmaking in the future.
Additionnal instructions are included in the Readme doc.
Have fun !!!
Edited on July 8
Here is an upgraded version of the map, with enhanced landscape. Sorry for the 40+ players who have already downloaded the initial version, I hope you enjoyed it all the way... If so, then I can only recommend you to download this map once more and replace your current version, for an even better gameplay ;)
Edited on July 13
After consideration, and taking into account some comments, I changed the difficulty status from "Normal" to "Hard".
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Staircase to Heaven
In the beginning, I would want to say that eight player skirmish maps are one of the hardest to create because the author has to spend a lot of time play testing, select good positions for the keeps, spread resources through the map, etc. Sadly, the design is often left out of consideration in these kinds of maps but it’s obvious, that map authors are endeavouring in creation of these plats.
The map offered a very interesting keep layout and I pondered which position should be chosen and what lords should work the best. Finally, I picked six enemies: Wolf (North East corner), Saladin (North West corner), Emir (Middle West), Caliph (Middle East), Wazir (Middle East) and Pig (Middle East). Usually I choose an ally from European lords, and I didn’t make an exception this time: Richard was my trustful associate. I inhabited the South West; Lionheart’s keep was in South East. It was quite hard to find out which positions have been designed for two allies (Possibly in the North), but I chose the harder location. Later I read the story and assumed that I should have played in North. A computer advantage was set, too. I began the mission composedly, using resources to gain gold; the oasis was filled with wheat and hop farms as well as with a few apple orchards and dairy farms. Step by step my castle expanded and I had to build defensive structures, as Caliph and Emir started an expansion to my lands. Two towers and a defensive wall, which compounded both Richard’s and mine castles, helped a lot. Horse archers were also patrolling the territory. Pig, Wolf and Wazir terrorized my ally therefore I often had send gold and troops to his aid. Later I trained a small contingent of 50 swordsmen and 25 horse archers, which wore down Caliph, than Emir. Now I redeployed my main forces to help Richard, and afterwards Pig and Wazir were bending to their knees. The mission was finished, when a huge cavalry (300 horse archers and 100 knights) completely destroyed both Saladin’s and Wolf’s defenses. Macemen did the easy work. In summary, I found the map perfect to play 2 VS 6 due to the greatly chosen positions. I also thought about playing 2 VS 2 VS 4. The AIs work perfectly.
A lot of work has to be done to balance an eight player map perfectly. Still it is obvious that you worked a lot with this aspect. The resources were spread very well: every player has a chance to develop from stone and iron without a big fight. I also liked the idea placing some resources on the island in far North. Oases were also placed very well, it relatively easy to keep the granary full, and concentrate on fighting. I mentioned that the keeps were set very well, too. The building place enabled to disperse big structures and build a strong castle. There were no problems for AIs either. The only problem that, in my opinion, was downer was the number of trees: for an 8 player map there were clearly too little trees. I couldn’t even collect thousand wood planks during the mission: this is very little, especially for me, as I build quite many lumberjacks’ huts. Next time I would offer adding more trees: this was the only problem in the balance part. Well done!
The map offered and interesting landscape: there were free height levels. I liked how you placed the paths, too. The river looked refreshingly: it divided the whole map and was designed well either. I liked the part, were the river wed trough the narrow cliff path. The oases were spread throughout the map well, too. The resources were added to the rapid rocks. The whole idea of the map seemed very good, but still something was missing: maybe more details, a more interesting use of the editor tools. Still, the map was thrilling and enjoyable: well done!
Map Design: 5
Well there were some places, which needed work: you could have added more trees, shrub, little rocks, etc. They would fill a few empty spaces throughout the landscape. The oases looked realistic enough: they had trees, shrub and even small lakes. You’ve also used different types of scrub. The boulders and iron ore was placed near the cliffs, they were mixed with rocks either. Maybe trees should grow on grass: a lot of them were just on the wasteland. I noticed that you added small details: little rocks and shrub throughout the river, sand and a small beach near the shore, ponds etc. The design is very good for a first “real” map; just try adding more different details in the future.
Update: you've added more various details, ruins, filled the empty spaces. Great work with the design!
Basically, the skirmishes don’t have long, thrilling stories, just a short description and explanation. Still, in my opinion, every work has to have a narration, which should blend with the map as best as possible. You have created a short description of the two adventures and added recommendations. It resembled the map idea well, but next time, try adding a longer, more thrilling story: I noticed that you writing style and grammar are quite good (Not like mine). Next time I hope to see a good, creative composition.
A very thrilling and enjoyable eight player map, which can be used in both in multiplayer or in a skirmish mission. The work is perfect to practice one’s playing skills. The author really tried hard and submitted a good map. Bravo!
[Edited on 07/12/07 @ 05:29 AM]
OK Ihynn, here you are a review.I've just finished playing your map.I played it - Me (middle west), Caliph (next to me) and Nizar (below me) VS Abbot, Lionheart, Wolf, Emir (on the other side of the hill) with half CPU advantage, crusader game.I fisrt I got in panic.Nizar died almost immiditelly, because the 4 enemy's attacked him a lot of times.So I got alone with Caliph, on my right side.I bough I huge army of about 200 horse archers and 100 knights.Most hard for me was to kill Lionheart, because I killed the rest with my army.However Caliph's fort burnt and he was asking me for food and iron, all the time.I got mad, destroyed the Richard's keep with hundreds of monks and swordsmen.And for desert I killed Richard with slaves :D Now, to the rescue:
Playability: All AIs build their castles and it can be played by many ways.Just the Snake or the Nizar have difficulties with the map.i don't know why, but the rest of the AIs were also in a despered situation and didn't build their castles in time.Almost 5.But, almost :(
Balance: It's seen.It's perfectly balanced.
Creativity: What a great idea!This map is unique!The idea for stairs is original.Howevernot so smart, because some of the AIs can't build their casltes on high land.
I can't understand why AZ Vitrazhas don't like it, but for me it fits great.
Story: Well, I have never got a 5 for a story, because I write them too small.I'm not an english.I give you 5, because you have story.Besides I don't think there's need to be a story for a skimish.
Additional comments: The same what AZ Vitrazhas said.Make more maps.You have the skills, which you need ;)