Syr Groompees Baylee V1.2 *UPDATED*
Posted on 03/03/08 @ 04:39 AM (updated 03/06/08
I have updated the files as of 8pm 6/03/08 GMT+10, so I do not know when the updated files will reach you
Hello all, I am GrumpyGills, you may recognise me from Stronghold Knights.
This is the first map I have uploaded, but, as you may verily see, I have been fiddling with the map editor for quite a while.
This is very vaguely based off a Quest(over at SHK) in which I, under the pseudonym Sir Grumpy have been declared a traitor. My Syr Groompi maps are based (largely) after the events of the Quest, Sir Grumpy having been killed, and his lands being thrown into dissaray.
Syr Groompee's Baylee is the prologue of The Annahls offe Uppehr Saynt Jonn which shall hopefully follow in the future. This is great fun making the maps, and learning more interesting things with the map editor, and I hope you all have great fun playing them.
This map is winnable. If you have real problems, consult the tips in the .zip download file.
Here are 2 images. The first is much of what you will see when you begin. To a degree. The terrain has been slightly changed, as you will see in the second picture, which is that of when the mission is completed.
The date of the finish was September 1086, but due to time differences, it would be September 1368.
These 2 images are contained within the .zip file, along with 3 images showing 3 different Syr Groompee maps, these without scripting, and just for the eye really. If you would like to get in contact with me to get those maps (or if you think I should upload them), or if you would like Syr Groompees (SG) Baylee.zip file without the images, then please contact me at email@example.com. Thankyou.
V1.0 - Without terrain changes
V1.1 Finished. Don't worry, V1.2 is only easier, some bugs ironed out.
The village of Upper St John lived in relative peace in the life of Syr Groompy. They traded with Lower St John, several miles away, further from the base of the mountain which was the source of the creek, the life-bringer to the land.
When Syr Groompy was declared a traitor, and was killed in the act of treason, his lands fell into dissaray. Rebel militia were founded in the larger villages, and bullied the various villages and hamlets into submission.
The inhabitants of Upper St John lived through much of it. There was little worth to it, the castle that was nearby had been destroyed in the last parts of Syr Groompy's life, and Lower St John was much more affluent, having vast trackts of land available for farming.
Upper St John lived in peace. But then disturbing news arrived, a larger, stronger rebel militia had formed, and was destroying villages that protested.
Closer to home, wolves had begun pouring into the village's surrounding land, food had become scarce in the mountain.
The peace was over, and the inhabitants of Upper St John decided it was time. Time to rebuild the castle.
News of a pestilence has reached Listibaldia. Will it strike the innocent town of Upper Saint John?
What this map contains:
-Use of the 1000 stone printing press, to create wheat farms without a hut. Unfortunately, you are not able to harvest the wheat.
-A ruined castle, very simple design, but, in my opinion, quite nice
I will not give you the specifics, but here is what you need,
You will also need to attain 80 population, and you must eradicate all wolves.
Increased Victory requirements
Various map changes
Edited time difference. I thought to myself. What? The plague at 1066? Starting date is 1348.
Edited various problems with it.
|Author||Reviews ( All | Comments Only | Reviews Only )|
|The Doge TW SH
Playability. I liked this mission a fair bit. Although having played SH for a long time, I hardly ever go to forums, but I saw this map, downloaded it, gave it a try, and thought, hell, I'm gonna review it.
So anyway, I could play this mission many times. It feels fun playing it, very intense and enjoyable.
There seems to be a lot of plagues, and wolf invasions, and although I find that great, I could understand why some other guys wont do so well.
I notice that in the scripting if you don't kill the bandits (should I have told?) in a month, a fire starts. Can you actually kill the bandits within a month? I think it is possible, but even with upwards of 30 archers I didn't do it. I don't really wanna spam archers, as I want the feel of a small village.
It looks like you really have put a lot of effort into this map. I see a lot of maps nowadays that don't look like a lot of effort or creativity has gone into it.
You did well.
Map Design: 4.5
Well, it is a smaller map, I would really like to see you going into the 200x200, or 300x300 realm. I understand that you want that dense bush, well it looks very good, but it stops growing space, and you cannot build a lot.
4.5 is a lot, perhaps even 4.0 is better, but as for now, I'll let it slide.
You had a story. Pretty good writing, a bit of potential. I will wait to see how this series develops.
A very nice map, I can play it multiple times. Whether it is just me, but I like to get into the medieval, or SH feeling of play, listen to the nice music, and build nice and slow. It does somewhat force a pace, with the disasters, but it still works well.. A very nice effort!
This scenario requires you to meet a number of economic goals and stave off some very heavy wolf attacks and fight through potent and ruthless plagues. The settlement is already more or less complete with a pretty thriving economy, therefore building requirements are limited. However, it is wise to consider the setup of your economy, in particular your farms and hunters' posts, in an effort to maximise production. Despite the pre-built settlement, there is still plenty to do and many tasks that require your attention before victory is achieved. The map is very playable and engaging, with a huge dose of fun thrown in for good meaure. One of the many reasons why I really like this scenario is because it doesn't take itself too seriously and as a result is a quite atmospheric little map that tests and teases you from start to finish. At first I thought the plague and wolf events were too excessive and drawn out, but on reflection they suit the purpose of the map perfectly. Certainly, the plagues do wipe out your population and that leaves you having to wait patiently for the sickness to disappear and your poor serfs to recover. The map has a really good feel about it that is difficult to describe, and has plenty of replayability. Very impressive!
Assuming I am playing the latest version, balance for me was generally fine and difficult enough, but there were a few tweaks that would have made it just that bit better. However, the good points first - achieving the large volumes of food requires a bit of planning and playing around with the rations, turning on and off certain foodstuffs to get the right balance in the granary. Meeting the wood requirement is quite easy but those trees and the roughly sawn planks are also your primary source of income in the early years. That money is pretty essential if you are to recruit troops to keep the wolves at bay! The only concern I had was the ability to buy and sell so many goods at the marketplace, including some of the goods you need to collect to win. Removing this easy way to meet targets would make the map more challenging. I also think that severely limiting the starting number of troops to, say one or two archers and spearmen would place more emphasis on weapons production to kill off those wolves when they attack. It would also make the start of the map particularly difficult, given that wolves are already cusing lupine mayhem! That said, I was impressed with the general theme behind the map and the scenario should be tricky enough for all but the most seasoned campaigner.
It has to be said that GrumpyGills has produced a quite unique scenario, even a series, that relies heavily on a strong storyline and has equally strong links to the other maps. Syr Groompee's Baylee is quite bold in some respects, and rather than rely on the subtle, occasional wolf attack or one small plague, you get hit full force with these events and they can quite literally wipe out your settlement and your defending troops for good! I'm not one for brazen use of events like this... usually... but this approach works really well and it's an element not usually seen by designers these days. I stand corrected, and impressed! The map has a really good 'feel' to it, almost like a parody of medieval Europe. It's difficult to explain, but could be summarised as a map design with atmosphere and its' own unique style.
Map Design: 4
Generally quite good across the board. The settlement is pretty much all in place for you already, only a few modifications are required to suit your own needs. It looks okay, not strictly historically accurate in terms of layout, but this isn't a negative comment as the map clearly wants to be its' own thing with its' own style. The landscape impressed me more, it has to be said, with a quite dark feeling about it in places - almost secretive and brooding. It's also a busy landscape with lots to look at and plenty of small nooks and crannies to explore if the mood takes you. The wheat farms using the 1,000 stone trick were a nice feature, as were the lowered palisade walls banked by earth just to the north east of the farms. It is often the small details that I notice and appreciate. A commendable effort.
A very good storyline, if a little on the short side. I would love to read more about the characters and the background to this map, but what has been presented by GrumpyGills is absolutely fine and fully supports the scenario you play. There are plenty of supporting items within the zip file, including screenshots of other maps in the series. The instructions were useful, and hinting at the win conditions rather than a full and detailed list keeps the scenario fresh when you come to play it.
The first map I have played by GrumpyGills, and a thoroughly enjoyable one it was too! I've mentioned on several occasions that the map has a good 'feel' about it, and that to me is an absolutely critical element of good map design. Recommended.