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Two Towers

Author File Description
Lord Hofmann
File Details
Map Size: 400x400 (Large)
Number of Players: 2
Balance: Unbalanced
Difficulty: Normal
Made with version: 1.1

Two Towers
unbalanced - Multiplayer Skirmish Map

Map Designed by Merle Hofmann
aka: "Merle_the_Conqueror" at
aka: "Lord Hofmann" at


Two mountain towers overlook this fertile valley which is fed precious water by two rivers that flow in opposite directions. Feeling that they have a tactical advantage; the two mountain top leaders, who are consistantly at odds with each other, have each tried to impose their will upon the leaders within the valley. By virtue of their actions they have inadvertantly united the kingdoms of the valley against both of themselves. The mountain kings will now have to destroy the valley kingdoms just to feed their people and to obtain enough iron in order to be able to produce their weapons of war. Who will prevail, one of the oppressive mountain kings or the united kingdoms?

Map Designer Notes:

This map was designed as a 1 vs. 1 player game with 6 AI's united against the human opponents, but it can also lend itself to many other interesting scenarios. My son-in-law and I play this map, as stated above, on "Deathmatch" settings with the advantage to the AI's (ie; 40,000 gold to the computer players). Then again, we seem to play all of our 1 vs. 1 games that way.

Other play options could include letting a weaker human player ally with the AI's in a 3 vs. 3 game. In a 4 vs. 4 game you could allow two weaker human players to ally with each other.


This is the second map that I have created and if I must say so myself, it is a beautifully done work of art :) ! I was a little upset that the animals I had placed moved from where I had originally placed them over the course of the two days that it took me to make it. So lesson for you fellow designers, always add your animals last ;) .

Our local group of players in Quincy, Illinois have played many of the custom maps from this site. Many are very good and I need to make more of an effort to rate and comment on them. By the same token, if you would like to rate/comment on my maps please do.

This map has been available for download on the website for quite sometime now. This map has been downloaded and played by many members of that site. I do hope that it becomes just as appreciated here on the Stronghold Heaven website.



AuthorReviews   ( All | Comments Only | Reviews Only )
return of Yasko
Map Design2.0
Playability: 3
Not bad, depending.... As you said, playability differs greatly depending on how set up the scenario. I tried the map 3 different ways: 1v1 with a buddy on Gameranger, 1v1 on Gameranger with assorted enemies allied together in the middle, and 1 vs. all AI enemies allied together. Unfortunately the AI's in the middle cram so much, that they often close each other in, and therefore get inactive mines and buildings. On one game, Lionheart was all the way at the bottom, and didn't siege or build almost anything, even when gold set to deathmatch. The good news is, even though enemies aren't working at full capacity, they'll still give a good fun fight. On deathmatch they started sieging right away, and didn't stop till the very end. It would be nice to have some accessible oasis from the start. AI's don't know that you have to chop down a bunch of trees to get to it.

Balance: 3
Balance is okay. The valley placements are more or less perfectly equi-distant between the towers. However, I notice the lower tower has better access to stone than the top one. And the rabbits!!!

Creativity: 4
This is a very creative map, I don't think I've ever seen this idea done before, and it fits in perfectly with the story. Bravo!

Map Design: 2
Unfortunately the map is plagued by some issues, but it's not hard to correct them. First of all, I'd go into the map editor, delete the animals, and replace them. This is easy to do: hit Alt + E Key, and every animal already there disappears. Then place them where you want. I would delete some trees, push more oasis grass closer to the AI's, and diminish the rivers. This will give room to place farms and the AI's will respond much better. Lastly, the middle AI's just cram too much. Even a smidgeon of additional room in the valley would work wonders for this map. All you have to do is extend the tower islands closer to the corners. Perhaps 5 AI's instead of 6 would work better?

Story/Instructions: 4.5
It's great to see more stories included with the maps here. I used to see so much more of that, and nobody seems to bother anymore, so thankyou.

Additional Comments:
Not bad. I'd like to see an update to this one if possible. Keep making maps!

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Map Design2.0
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Size:620.65 KB