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Downloads Home » Stronghold: Invasions » The call of the King

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The call of the King

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Hard
Made with version: 1.2
''In the event of an attack by the tyrant, by signing this document I will formally undertake to provide military aid
Sir Geoffrey, Baron of the King''

The document that you just saw was signed by all the nobles loyal to the King, about twelve years ago. At that time there reigned a solid and lasting peace, and no one ever imagined having to fulfill that promise. But they were wrong!

The first signs of an impending war were seen almost immediately. Some explorers reported looted villages and farms burned. At first the King thought it was only the bands of brigands, but over time he had to reconsider. The attacks took place in succession, and they hit the villages supplying the royal castle. In addition, not robbers were never seen in those places. When it was understood what was happening, the war council was convened. From all over the kingdom came the nobles who had sworn allegiance, worried by the events of recent days. During the meeting they examined the possibility of an attack, but many said they think there was no danger. For others, there was a serious possibility that the war began. The assembly was divided into two parties, who accuse each other. You, shaken by the cowardice of the nobility, leave the room and return to your home. The days passed and one morning a messenger came to your castle, which informs you that the war council it was decided that there was no danger of a war. You are angry, are you sure that soon will come and destroy all enemy armies, since there is an army.
Meanwhile, continue to get news of a great shift of men,of villages burned and looted castles. It seems that the enemy is going to the castle of the king. Your worst fears are realized one afternoon, when a knight arrives breathless at your castle. <<The King is in danger, the castle is under siege, and the general sent me to call for reinforcements!>> At first you think you do not go to spite the King, but you think back now. Prepare the army and marched towards the royal palace ...


The king's castle consists of two parts: the walls that enclose the city and the hill where stands the royal palace. Deep ditches give additional protection, and drawbridges are located at strategic points. For the fortress there are two entrances: one is the bridge that connects the palace to the city, the other is behind the fortress, after a system of ditches.

The enemy will come at once, so you must hurry to raise the drawbridge to gain time. The time gained will serve you to position your troops, arriving from the south-east. The enemy army is very numerous, and consists mostly of archers and armored units. You must use the ditches and pitch flammable. Use wisely engineers with pots of boiling oil.


The only objective is to resist to the hordes of enemies, but will not be easy, since the royal castle is virtually helpless!

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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author

Lord_of_Hell I only have one clarification: I have not been able to add other geographic features because the game will not let me. When I tried to put a tree or a bush that occupied space but was invisible. This explains why there is only one type of tree.
For the rest of the review I almost agree, and I am happy that you liked the atmosphere of the map :)
Now I will wait to read the review for Palat ...
Lord_of_Hell "The chance of having units stuck on lowered pathways, I feel, varies and doesn't have a significantly noticeable impact on the playability."

I didn't have a big impact upon the playability and you can see it's the 4th out of 5 issue mentioned meaning it's not that important. I just felt necessary to point it out for the mapmaker. :)

And LegionHero, I understand that now, thanks for letting me know :) For some reason you've hit the sprite limit.

Looking forward to playing your next map :)
File Author

So there is a limit to the elements of the scenario? Now that I know I'll be more careful;)
However for the next maps I thought of doing a saga ...
palat I misunderstood :P Thanks for clarifying.
When you put that glitch on the list of negative points, I thought those were things that you believed had an important, bad effect on the overall gameplay.

[Edited on 06/30/11 @ 04:17 PM]

Lord_of_Hell 1500 things in the air (arrows, birds)
2000 people + animals
2000 trees + scrubs
2000 rocks.
Map Design4.0
The Call of the King

Playability: 3

No matter how well the invasions can be scripted, there comes a point when the player's castle and the outright ineffectiveness of the AI are enough to render the invasions an unsuitable siege force. In the case of this map, the most likely culprit would be the sheer, immense size of the main castle, compared to the small keep area. Secondary faults include the vast moat, "funnelling" (which I will explain later), and various other distractions.


1) Castle Size - The largest section of the castle obviously means the invasions' first target. Many enemy troops waste their time on destroying buildings irrelevant to their primary objective.

2) Moat - Pikemen, macemen spend a great deal of time digging the moat up, which does not pertain to the completion of their main task, as the hill which the keep is situated upon is inaccessible except through the bridge and the guarded corridor at the back: two "funnels" I will now describe about:

3) "Funnelling" - The easiest trick in annihilating massive armies is to lure them into a narrow pass, then spring a trap (perferrably fire or troops). The design of these funnels made the mission a lot easier and caused the AI to behave erratically - as it is programmed to send troops to attack over a period of time, yet stations the army close enough to the keep for the player's archers to fire on it.

Strong Points:

- Generally, there was a lot of room for both the player and the AI to manoeuver around.
- Good selection of invading troop types.
- Requires the player to micromanage. Managing the economy is something the player should be constantly thinking about, economy --> supports --> military, defense against the ongoing siege.

Balance: 4.5

Excellent balance. As with the typical siege, the defending side has fewer troops but the advantage of a fortress, which the player must defend wisely.
Balance is affected because shields are allowed, attacking archers and xbows stand no chance against archers and xbows behind shields. Balance is also affected by the aforementioned "funnelling".

Strong points:

- Right amount of invading + defending troops.

Creativity: 4.5

I find castle design a big step forward from you previous map. While the way this siege works is not any different from the way sieges work in other maps, eyecandy tricks and other interesting landmarks add to the exceptional look of this map in particular.

Good Eyecandy tricks:

- Gardens, fountains further add to the feeling of a populated palace.
- Use of a wooden wall trick to create a nice-looking bridge.

Map Design: 4

In general, very detailed. The high ground inside the castle, however, is completely clean of any vegetation or rock of any sort and could use some plants, pebbles, etc. The castle was built on land that would have required some clearing, and even though a lot of the rock would have been cleared out, there should be some remains.

Story/Instructions: 4

A good, long story, descriptions are a bit lacking in depth but overall well done.

- - - - -

FINAL SCORE: 4.0/5.0

Another thoughtful creation by LegionHero.
palat My review is submitted ;)
File Author

That's why sometimes did not appear all enemies ... now I understand, thanks Lord_of_Hell
And thanks to you for review Palat
File Author

palat, thanks for the positive review. I'm glad it's worth the download. The lack of some elements of the scenario I have already explained to Lor_of_Hell, and the rest agree with what you said
File Author
200 download! WOW !
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Map Design3.8
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Size:837.47 KB