Looks interesting. Will play the scenario soon. :)
Posted on 07/14/09 @ 02:23 AM
This is an intelligent first map. :)
The landscape looks very vivid, the greenery pretty natural. So does the outline of the castle. And this is also functional for the gameplay: some hovels are exposed and in danger of being destroyed. Loose them and your population becomes smaller.
This "eco" scenario brings rocking invasions in first part. Due to some fighting occasions before the start, the Lord has become weakened. Save him.
The hovels belong to the several thoughtful restrictions given to the map. You begin with 3 wood. You cannot trade wheat or bread to reach the gold request quickly. So, the second part demands economical leadership.
Thoughts and suggestions. Parts of the landscape are not touched by the workers. You never look there during the game.
The long lines of high rocks look monotonous.
Space is not enough at the signpost in the ford. I "lost" two invasions: they were triggered to arrive there but didn't appear on the map.
Splitting the scenario into a fighting and a more economic part (with bad events) may work. The latter part should be scripted more entertaining. With 34 people left, I had to wait looong for the gold to come in.
Why not some more restrictions in an eco map. I'm thinking of leather armour and pikes which can be purchased easily.
Did not notice the lions attacking. And the number of bandits could be increased.
--> More playtesting and refinement of scripting (which means some effort).
-- These observations are meant to encourage you to go on mapmaking. Another exciting scenario by you, please!