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Author File Description
File Details
Map Size: 300x300 (Medium)
Difficulty: Normal
Made with version: 1.1


You have taken the job of building a new outpost on the outskirts of the Kingdom, your Keep awaits you, you will find a few archers and a couple of towers await your arrival, the road to the new outpost is fraught with dangers your escort will protect you from the lions and enemy troops along the road, if you use the escort well you might have a few troops to protect your new outpost.

Upon your arrival to the outpost your tribute to the Kingdom should be your first order of business, along with feeding your people and building your military base, the enemy will not be sitting around thinking of attacking your outpost, they will be! you won't have to much to start with, but every thing you need is at hand. So getting men on the towers early will help you to concentrate on your goals of sending tribute to the King.

Take your Lord for a walk, but keep him on a short leash if you want to get to the Keep, when you arrive at the Keep there might be some wood or other goods maybe even some lions, but that will depend on what you do during the walk. If you do arrive at the outpost then you can decide on the speed you will play at, if you gather goods slowly then the repeating invasions will only increase the longer you play, but the longer you play the more troops you should have to deal with the invasions, how long you take is up to you!

I hope you enjoy my creations!

BY- Sir_Vet

PS: These maps came about because of Peter2008, we were chatting and he said he missed my maps, I am several maps ahead on SH2 so I thought why not make a new invasion map for Crusader, I took some of what Peter said and created Ambleinn, Peter played the map and made a few suggestions, I made a few changes and the normal version was complete, but after playing the normal version, Peter came back with suggestions to make it harder, so I took what Peter said and came up with the Hard version, Peter played the hard version and was satisfied with the results, then he asked me to include the hard version in my post.

PS: 2 maps 1 normal, 1 hard, give them both a try and let us know how you liked them.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Dumptrailer2 Looks good Vet!

Ill try it out tonight
Lord_of_Hell Great map, Sir_Vet! Gonna review this soon as I can. ;)

[Edited on 05/09/09 @ 04:52 AM]

peter2008 Two aspects of this map make me melting away.
The known "bug" of the Crusader Lord being only partly controllable Sir Vet turned into a game feature. You will be excited.
The greenery is modelled very fine and beautifully. Sometimes apple orchards fit onto the shapes of grass, sometimes dairy farms (which are needed for leather armour).
Map Design4.5
Playability: 4
Oh my this map was really a joy to play. The beginning with the lord walking towards the castle was very creative and making this an economic invasion made me smile a lot. Playability was very very good the only thing is that it can take too much time, and the repeating invasions and events become quite predictible because you implented them on repeat. You should trigger events in other ways of obtaining a certain amount of the required goods ( like when I obtain 30 bows, of the 60 bows needed there will be fire or something like that ). Again the only negative thing about the playability was that it became preditactable.

Balance: 4
The balance was really good, and I found it though in the hard map. But again the only thing, as said before, after you play the scenario for a long time it becomes predictable. But still it was very good and hard to achieve your goals. Well done!

Creativity: 4.5
Edit: Thanks to Peter2008 comment I realized the situation is very uncommon and original. So I give you 0.5 points higher. But I can't give you a 5 because of the story.

As said before, I found the beginning with the lord walking towards the keep very creative. Also the map design was withouth rocks and beautifully modelled with medium plain to represent cliffs.

Map Design: 4.5
This map was really a beautiful picture. Everything was well modelled and seemed really natural. It shows great skill in map designing. The only thing I didn't find that pretty was the fact that the river was transitioned into sea. The sea and it little islands with plants seemed somewhat unnatural into comparison with the rest of the map. It didn't fit in with the picture.

Story/Instructions: 3
Edit: The part to implant a cede-scenario doesn't fit in with the map I'm sorry for that.

It was more like you were telling what we ( the players ) were going to do. It really could give a really good boost to actually have captured the castle instead of walking towards the castle. Because the castle is already held and its like the patrolling units on the way to the castle aren't aware of the castle. They just stand in front of the castle and await the Lord so they can kill him. If they had taken refuge into the castle it would have been more realistic. To do this you will need to create or download the CEDE-SCENARIOMAP. You can find it in the utility programs section on this site. This will trigger an event when you kill a certain amount of enemy troops the castle Lord and its remaining troops will surrender and now you control the Lord and its castle. This would boost the scenario I think and also the story would make more sence. It isn't really a story now, but more an instruction and preperation of your task ahead.

Additional Comments:
Players need to place the granary before they can select any units. I don't know if you intended this, but it is somewhat strange that we first have to place the granary ( then the time starts running and we can select units, but the Lord is already walking towards the keep ). But overall it is recommendable for downloading. If you have any questions remaining let me know.

[Edited on 01/27/09 @ 02:44 PM]

Map Design4.5
Playability: 4.5
In this scenario, playability was great. The beginning fight with your lord is avesome. I liked the way how invasions are scripted to repeat(from the lowest number of troops to the highest one). In the same time, the goods you requested takes you some trouble making them. With all of these, the playability is most marked by the great beggining.

Balance: 4
Here I was a bit confused. After conquering back the castle, my 'scouts' report that the enemies are definitively anihiladed. Seeing this I was concentrated only on economy and food production - but when first invasion arrives, the troubles show up. Finaly I needed to restart the mission (and I did). In the second try I won. However It is not the hardest map that I've ever seen and leting aside that part, I think this mission would be beatable from a single try (I'm speaking about the hard version of map). The last point would be the goods requested - well, this part was very good!. Overaly, the balance is excelent. Well done.

Creativity: 4.5
Your idea of map is highly original. From the lord who's going to the keep and his 'brave' troops to the excelent landscape and good story. I would wish to give you a full 5 but the story is only on average stage.

Map Design: 4.5
The map design is more than excelent. Your skills in landscape and mapmaking are indeed very high. Everithing around looks realistic and wild. The grass is clever placed and don't let you to place your farms whereever you want. However I feel neccesarly to point that the place where the river falls looks a bit strange as the sea looks somehow into the delta. If that is indeed a delta you should represent it with simple water not with 'sea' (somehow like in your precedent map, Allested Hillock)

Story/Instructions: 3.5
The story/instructions is quite interesting. See that you succeed to combine a story with instructions in a very special way. However it is not detalied enough to receive a 4.

Additional Comments:
Well done, SirVet! This map is avesome, Keep making them!


[Edited on 01/28/09 @ 03:36 AM]

peter2008 Hi Fatalanger,

you bothered yourself about the Lord walking towards the keep as well as about placing the granary. As an aid you suggested using the cede event for this map.
It is called "amble-inn". So I'd like to give you a different interpretation of the first part of the mission.
The main point just lies in that here the Lord is not able to wait around, noninvolved, untill a usual cede has happened. The course is quite the opposite, the Crusader Lord is almost unstoppable on his way and highly endangered. This imposes kind of a time limit.
Also, the player has to turn his or her attention to and fro at the same time. It begins with the granary at the outpost and continues with the archers at the keep who have to deal with lions and later help overcoming the blue highwaymen. This feature of divided player's concentration is fairly unknown with the Stronghold series (often used in the campaigns of Age of Conquerors).
Each concept is highly original as to my experience.
Fatalanger Thank you peter2008 for your comment. Now I realize it seeing it another way. I update the score of the creativity part.
File Author
Hi Guys, I really appreciate the great ratings and comments, this was only a quick map for Peter, but after testing and tweeking, 2 maps were made and I like to share my work.

Fatalanger I am happy with your review I will just make a few points, this map started out as a simple no stress map, easy to play but fun. Peter made some suggestions on how to make it harder, so I took his ideas and made it harder.
I have made maps with your suggested invasions, but I like the way I do it now, the Crusader maps I have posted all have time limits, if I had put one here, you would not have the time to get bored by repeating invasions. peter sent me a save from the hard map, he won by 1220 and I have won by 1222. I'm curious what was your finishing date?
The transition from river to sea is something I tried to make look better, but gave up and went with what you see, the idea is a river coming into an inlet. We have lots of that around here.
The story, well I did not feel like writing a story and you got what I wrote, and it's at least worth a 3.
Going back to the cede, I didn't want a cede map, but taking the Lord( or the Lord taking you for a walk was the idea), the first time I scripted the map, in playtesting all of the enemy troops that I placed along the road and before the Keep walked to the Keep and waited there for the Lord and it was way to hard, but when I rescripted the enemy stayed where I placed them.
I'm glad you enjoyed my map, and Thank you for the review!

Lord_of_Hell, as above, I'm happy with your review and will make a few more points, I have to laugh( No offense ),balance, you weren't expecting invasions on an invasion map, and the last paragraph tells you about the repeat invasions.:-)

I am thankful for the reviews, you have both given me reason to make a few more Crusader maps,( Oh I do have one more, just a little more testing and write the darn story) and since I just grabbed SH1 from GOG, I guess I'll be around for a little while.

Happy gaming


[Edited on 01/28/09 @ 06:31 PM]

Fatalanger Well I personally don't care really much about a maps story, as long as the playability , balance and map design is good. But still it has to fit in within the review guides so I always carefully read a story. Sometimes I really think it's worth, but some maps have only 1 sentence, which ofcourse directly refers to a 1.
peter2008 Oo, I have to update an information. The concept of the Lord heading home isn't that original. (Though in Ambleinn it is used as a real plot for the first time.) : Sir Vet has already used it in "Zimba" - and differently, as a cede, beginning by Az ViTrazhas his "Fathers' Sins, Chapter 3; The City of Elysium".

Sir_Vet, how could we forget that brilliant map's brilliant beginning?

Fatalanger, I fully acknowledge your view that predictable invasions can be boring. Let me cordially recommend you and every Crusader to play "Zimba" and even more "Zimba Two" of Sir_Vet. I'd be interested of your feelings about the invasions there.

[Edited on 01/30/09 @ 04:04 PM]

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Map Design4.5
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