Playability: Nice map, but one thing I didn't like were how all your archers and macemen were grouped together and not spread out among the walls.
Balance: The balance is in heavy favour of attacker. Since the defender gets no crossbowmen and the only thing the enemy needs to knock is a gate to gain complete access to the castle. Also the bad things make your troops worse.
Creativity: I liked how you spelt hell and the devil's number 666 using pitch.
Map Design: A few things I would like to point out is let your forests grow naturally that way you have trees of all shapes and sizes instead of all these trees that are the exact same height as the one beside it, it just looks so man made like that. Also noticed one part of the map is all land and trees and one part is all land and shrubs, and one last thing put more cliffs and hills on your map, personally I like maps with lots of cliffs.
Story/Instructions: The thing that made me give you one is because there was no briefing and only a short map description.
Posted on 09/06/02 @ 12:00 AM
Playability: 3/5. For a first map this is a good effort. A good siege where you have the option of either attacking or defending. No problems whilst playing the map and whilst it may not have longevity it is a good attempt.
Balance: 4/5. I rate the balance of this map quite high as there is a good challenge to be had by both defending and attacking. I had the most enjoyment trying to defend the castle. At times it seemed tricky but despite quite heavy troop losses I managed to scrape through. There are plenty of options here and to win you really need to use the hot oil engineers and pitch ditches to your advantage. It's frantic once the enemy has breached the gatehouse as there is little between them and the keep. As an attacker I fared better, chalking up a ridiculously efficient 35% troop loss. I played on attack four times in total and didn't come anywhere near this figure - a fluke? Plenty of fun to be had.
Creativity: 2/5. Not bad creatively but nothing radically different. Credit is given to the thought gone into the castle. The key part to this is, as stated above, the one stone gatehouse and the short trip to the keep. It can be interesting trying to hold off the enemy.
Map Design: 3/5. Overall not a bad effort. Not the prettiest of maps and more modelling would be nice. This isn't to say that hills are required, but the flat areas need work to make them appealing. Maybe liberal use of stones and/or dirt/grass terrain? The feature I like about this more than anything is the location of the castle on the hill with one clear entrance. Combined with the pathways to the castle, the author has tried to use the whole of the map. A nice touch.
Story/Instructions: 3/5. Not much of an intro to the map prior to download, which is a shame because the screen before the game launches has a good story, with a clear indication of effort made to appeal to the player. Credit definitely given for this.
IN SUMMARY: A good map overall with positive aspects. Not a bad effort at all.