Recommended difficulty: Easy or Normal(For the first time at least!). If you want an even more interesting challenge, try hard and/or very hard!
You find yourself stuck in a hilly terrain and you build a base in a large island in a river. Rumors of bandits and wolves closing in on the camp scares people away, making the population tough to deal with at first. And if that doesn't make things bad enough, the Snake wants to kill you!
This map poses a different type of challenge. Keeping the Snake's forces from killing you, and keeping wolves and bandits from terrorizing your people! The only weapons you can use are bows and spears, much like the missions in the early military campaign for Stronghold.
This is my first map uploaded to Stronghold Heaven, so I'd appreciate it if everyone tried it out and tell me if it was fun!
As said, this is my first map uploaded to Stronghold Heaven. Point out any mistakes that I may have made and give me your honest opinion! Reviews and comments welcome!
Posted on 07/16/10 @ 09:09 PM
This is a fun motte-and-bailey map, but don't let your guard down. You have to deal with quite a lot of wolves, then it settles down for a while, then the Snake starts turning up the heat. Although the map layout and the lack of stone makes for a pretty obvious castle layout, it is still fun. The hills are well done, but with a few sharp edges that could be smoothed out. Still with all the trees it looks good, like rolling hill country, and you can have some nice skirmishes out in the open before the invasions get big.
A few tips from an old mapmaker:
Don't have bandits at the same time as an invasion. They fight each other, and then you get the victory music while columns of spearmen are marching on your gates. If you want people to be unhappy because there are enemy troops in their gardens, you could set a plague to come a couple of months after the invasion, an effect which is hardly ever used by mapmakers, and I don't know why.
I would have had the lake in the mountains flowing down into the valley. It looks a little weird as you have mountains and hills all around a big marsh. You could put the lake on med. height surrounded by higher terrain and cap it off with a dam which would look very cool. A technique to make good-looking marshes is to place random strips of land, especially around the edges which gives a more gradual transition from dry land to waist-high wetlands.
I hope you have more maps up your sleeve...
Burning Lynx File Author
Posted on 07/17/10 @ 04:26 PM
Well, thank-you for the constructive criticism and I have taken a note of everything you have said. I was waiting for tips and suggestions from people before I started working on another map, but I have a few ideas... :P But thanks for the tips and the review (Which was a LOT better than expected!). I'll take out one of the bandit invasions so they don't mix with the Snake's invasions. Just one question: I have the trigger for the bandits coming as the keep being enclosed (So all your fun stuff on the inside doesn't get destroyed by bandits!). Should I just go ahead and make them come at set times or should I keep the trigger?
Thanks once again for the review and tips!
Posted on 07/18/10 @ 08:39 AM
I think having events triggered by conditions such as that are a good way to have events and contribute to a scenario playing well. It does run the risk of them coinciding with a timed event though. You would have to judge it I guess. If you had tried to time the invasion to come close to the earliest time the player could get the walls up then maybe you were inadvertently planning for a clash of those two events. The likelihood of the clash will depend on the size of the invasion too. A large invasion will have troops around the signpost longer. In a smaller invasion with few troop types, if they do not face massive walls, they tend to attack promptly and clear the sign post.
Posted on 07/20/10 @ 02:54 PM
For a first map, it is good.
There's a detail aside that I like most: the big west-bound curve of the river, north-east of the centre island. It shows how the mapmaker quasi meditated trying to imitate nature. Also, parts of the eastern hills look promising.
The mission plays straightforward. You win it by doing more of the same and turning the island into a gold and bows machine.