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Continental Crossing

Author File Description
File Details
Map Size: 400x400 (Large)
Number of Players: 4
Balance: Unbalanced
Difficulty: Normal
Made with version: 1.1
My second map. This is a 4 player map. This map is ment to be played in two teams with each two players. I screwed it up by making one keep having less space to build. Try having someone there who builds a small castle. I also added a story, but I never did something like that, so please be gentle :) Good Luck!


The sun is standing high in the sky. The river is flowing with the gold fluid that gives life to these lands. Four brave lords wish to claim these lands for themselves, but formed two teams and promised their companions to split it even. But before that will happen, they will need to fight... fight like they never did. Settled on their ground they start exploring. To their surprise the palm-forests were hiding a wonderful supply of iron. A epic battle is going to take place. Who will win?
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Heroesflorian Excellent story for a first try and for a skirmish: Short, nice to read, telling something about the map. Cool!

The map itself is quite nice, too, but the player with almost no room has a big disadvantage. (=bad balance) Maybe you could suggest the (human) players to start here, making it a bit tougher?
The map design is kind of good-looking from the minimap, but, depending on which grass-tool was used for the wide oasis-areas around the keeps, some AIs will maybe have problems with setting up their food production.
The stone has not just been placed as a square-shaped-something anywhere on the map, but it could be done more gently maybe.
The idea of "hiding" iron deposits behind trees is great. But the shape of those iron spots is not that good, actually. Maybe you could try not to just create a round lump of iron, but try to make it less at the edges, shape it more individually, maybe add some rocks, elevation, vegetation, whatever to it. This would improve the look of the map.

But overall, it's very nice for a first/second try, comparing to most other new designers' works (without wanting to critizise somebody special or sth).

File Author
First of all, thanks for your comment!
About the terrain around the keeps, it's just scrub and you can't build farms on it. The oasis is next to the rivers so should be well defended to prevent AI's like Caliph to burn them down. And with the stone and iron sources. The stone is levitated a bit and some rocks surround it, as for the iron, it's all on the same level and a couple of different sized rocks are surrounding it. And what you said about the keep with the least space, you could try to start there yourself. That's what I did the first test. Also I think the computer might build his castle on the stone source.

Anyway, again thanks for commenting and have fun!
Heroesflorian I have started the map in SHC and I think that some of the AI, who build many wheat farms, for example Saladin or Nizar, will have some problems to get their farms. I suggest using a bit more oasis/thick grass.

Moreover, the border between the different grass-tools could be hidden a bit, they could be done more smoothly, not that strict. And especially around the keeps, there is a strict border between "light grass" and "earth" terrain, if you start the scenario.
Try to avoid this by providing smooth, soft terrain changing and including some different terrains to make the wide areas around the keep more interesting (some spots of thick grass, earth&stones and maybe some bushes would be enough).

Furthermore, you could vary with the type and position of bushes at the edges of the river: Straight lines of only 1 kind of bushes looks rather boring.

The stone deposits don't blend into the rest of the landscape that well, they just look as they would not belong to it. Try to add some more smaller rocks, single tiles of (resource-)stone to the edges of the stone deposits in order to make it more fluently. In reality, nature doesn't change from one tile to the next.
The iron deposits look better, but still adding some single tiles, offshoots at the edge of the iron would be more realistic and interesting.

As a last point, you could make some of the fords smaller and/or more "fluently" changing back to river-terrain at the edge, in order to make them look more realistic.

Well, it might look quite much, but the map is really not bad! I just try to tell you what could be improved.
To sum it up in one sentence, the basic rule is: Smooth terrain changes and some variations in larger areas.
Maybe you could update your file and add a 2nd, enhanced version of the map?

File Author
Again, thanks for your comment!

I really appreciate your criticism, and about reposting this map with improvements... honestly I never want to edit maps that I first found finished.

But from now on I will try to be more precise and put more natural details in it.

Heroesflorian No problem, I always try to give others hints.

To the updating: Well, I understand this. Though, offering 2 versions would be great. But it's your decision, just do what you think is right.


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