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Downloads Home » Stronghold: Invasions » WIC pt 4 - defense of findlheim redoubt

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WIC pt 4 - defense of findlheim redoubt

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Hard
Made with version: 1.2

Again, the campain map in included in the zip file.

In this map you will have to defend a huge fortress against a powerfull army with only limited troops.
I think this one is quite hard although it starts easy.

Oh, and don't cheat and destroy the enemies good buildings plz, it will take away some of the challenge.
I'm sure you will all like this mission.

A review is welcome again. (seriously, I won't bite)
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Lord_of_Hell will try this too... and tell you more ;)
File Author
So, did you try it?
Lord_of_Hell yes, but I didn't have time to write a comment. Will tell you soon as I can how it was.
Map Design3.0
Playability: 2.5
This scenario has a strange feel for me. It mostly has to do with the almost never ending stream of troops coming from the signpost, (looking with the editor it is 26,415 on normal). The feeling that it would never end threw me off, too much of invasions, not that fun to play for me.

Balance: 2.5
Similar to above, the endless amount of armoured troops that must be fought do not make this super balanced, along with limited troop availability.

Creativity: 3
Some of the design of the castle itself was nice, like the trebs inside the castle. However, rest of the map felt hollow, the design was centered so much around the castle the rest looked it had taken much less time, not creative looking.

Map Design: 3
Several sections of this map were almost blank, as in the top section. Even though nothing goes on over there does not mean it should just be ignored.

Story/Instructions: 3
Story was straightforward, but has nothing to make it stand out from any others I have read, just an average story.

File Author
About the balance, ok its hard, but it's more then possible to win it. The key is to use pitch as good as you can, and only defend the parts of the castle that are important, the enemy may destroy all you walls, they can only get in at the gates.

Still waiting for you comment, lord of hell :p

There used to be more in the top section but I had to delete it for a better balance, I'll try to update the map with a improved landscape.

[Edited on 02/22/09 @ 05:24 AM]

Lord_of_Hell Not much to say now...
In most part I had the same experience like MoP, playing your map. Improove the design and I'll comment.
peter2008 An original map.

I disagree with the review and most of its assessments (which may be due to that higher scores are given more easily on SHH compared to other Heaven Game sites). Have managed to beat the misson on hard so far. May try it on very hard and may write another review.

Some impressions.

A very huge installation. Which works. Loved the custom towers and custom wall attachments. Nice how the rectangle outline is broken by the lake.

The curves of the stream through the marshes are fine.
Also other details are interesting, like the only small access towards the castle is shaped as an elevation.

Restriction of most buildings sharpens the concept of fighting-above-all. It's funny you left the barracks in. I used this chance to remove it close towards the front line.

While ususally there's need to lay restrictions upon trading - which you did for weapons - I found it interesting to experience how the market here turns into one of the few buildings you can act with. Needed a black resource in high quantities.

Tricky are the good things on the map! (And their placement is "double tricky".) Very helpful to take care of them before the invasions start and to make the enemy "naked" of dots.

Lol: trebs without stones, blacksmith and poleturner set on unfitting weapons.

Some recommendations.

One signpost only makes it predictable from where the enemy will only come. Ok, with that masses of troops it was a luck. But try to use 2 or more signposts next time.

The invasions come close after one another which rocks. You could split the huge bulk into smaller groups, I mean, not more invasions but several units at the same time. By this you achieve that the invaders attack in bigger waves instead of most of them waiting at the signpost for a long time.

2 of the 4 mid-eastern iron mines will explode when the first invasion arrives (exclusion zone). You could have reduced the iron area.

[Edited on 02/26/09 @ 07:50 PM]

File Author
I know the mines will explode, but hey are just to make the map a bit nicer anyway.

I will do something about the good things because they weren't ment to destroyed, but to make the map a bit harder.

I will keep only one signpost as this enables you to defend all the defence lines.

I have tried to make some improvements already but for now I can't find one that looks good and works.

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Map Design3.0
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