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Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Normal
Made with version: 1.1
This is the second map I've uploaded, and the second map in my series. There is no minimap because there are actually TWO levels, not simply one. One is to be played if you won my last level, and one is to be played if you lost my last level. The story and information is included within the zip file. I hope that you enjoy it. If you're interested in trying out Telyn, Guarding the Flank, the address is

Thank you!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
There actually is a minimap, since it didn't let me post without it: the minimap is from Cerendel Desperate Defence.

Lord_of_Hell well, my frend, I strongly suggest to not randomly place a building near another. This look very bad and it will take away any high rating on 'map design' category. ok?
File Author
I was trying to make sure that the fire spread throughout the city (although it occasionally doesn't). The entire outer city is meant to be destroyed, and is not meant to be functional.

Edit: I understand that even if it is destroyed, and non-functional, having a good visual layout is crucial, and I will attempt to fix this problem in future maps.


[Edited on 02/02/09 @ 01:20 PM]

peter2008 Hello back with a present, Lord_Lourou,

omg, that big city. Are it 1.500 hovels? Maybe a capital like Damascus had as much buildings. With all the coloured dots of the workshops and processing buildings, it looks rather nice. The huge castle appears tiny within the town, the watchtowers add to a feeling of Arabian Nights.

Well, I hate to "throw away" my town, so before I'd loose it, I deceided to smash it myself: First I hit gaps where the fires started, then I had many game years to tear down the hovels and later the valuable buildings and turn them into wood for nice traps at the moat. Did lot of rebuilding inside the castle, too. But here I was late when the invasions started. As if the game knew where the weak points were (less strong towers, less tower engines etc) and chose the corresponding signposts. The siege engines worked well, a tower waited untill I had built a new wall behind a filled-in moat - exciting.

Altogether, though the invasions in DD were large in number, I found the balance not hard. My melees only had to destroy that siege tower. Many invasions troops ran around outside my walls as easy targets. They had not much left to raid.
You could improve the invasions in two respects. Send the appropriate troops first, marksmen, tough pikes to fill in the moat and smashing catapults. Let more melees follow later and earlier.
Second, you could script "split invasions" = instead of a total of, say, 450, script 100, 100, etc. within smaller bands, all at the same time. Then the waves will work better (if terrain and aim are appropriate).

The cliffs look great with tracks of stone and iron, in them and the scrubs. Not fully natural (a bit too sytematic, no height is gained) but very wild indeed. Also the farms and mines hidden in the mountains look lovely.

[Edited on 02/24/09 @ 05:40 PM]

File Author
I understand exactly what you mean. Send the archers, siege equipment, and moat diggers first, and then the combat troops two or three months later. I'm glad that you enjoyed it!

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