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Downloads Home » Stronghold Crusader: Invasions » Dark Skies over Al'Shareed

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Dark Skies over Al'Shareed

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Hard
Made with version: 1.1
Dark Skies over Al'Shareed
version 1.0
by Heroesflorian
Scenario created for the SHH 2nd Fantasy Scenario Competition

Important Notes
- The included file is actually no .map-file, but a .sav-file, so put it into your "saves" folder (not the "maps" folder!).

- I recommend you to play this with Stronghold Crusader: Extreme, if you can. The high amount of players (8) and the masses of (starting) troops don't fit too well with the 2000 unit limit in (normal) Stronghold Crusader, and could cause a lack of peasants/workers. As SHC-E has a unit limit of 10000, this is no problem here. As in SHC-E no other maps than skirmishes are "allowed", I made this scenario into a savegame that can also be loaded with SHC-E.

- I don't want to spoil too much of the gameplay, but one important hint here: Kill Richard after the Abbot, and kill Sheriff after Richard, otherwise you may get into some troubles ;)

Story (extract)
So there you were. A homeless refugee. Gone was your once flourishing city, left not much more than some crumbling ruins, streams of blood slowly seeping away in dust and sand.
A few weeks later, you and Salah-ad-Din were currently sitting at the map desk, making plans for defending Al’Shareed, when one of his scouts messaged us that the first hostile troops had been seen around the river Ammon in the north and westwards of the Lum.
Wave after wave they approached between the northern hills, hitting their shields with swords and pike shafts every two seconds. The noise grew louder and louder as they got closer. Your soldiers got nervous. Countless flags and banners with the hated cross sign flapped in the wind, polished blades and chain mails sparkling in the bright sun. You hesitated. Would you be up to the hardest challenge of your life? Or would the sky over Al’Shareed turn black from arrows, when the storm began?

The full story, along with some additional info and hints, is included in the .zip file.

The mission
Basically, your task is easy: Defend Saladin's city of Al'Shareed and smash the castles of your foes. Basically.
But you lack both gold and soldiers, with your enemies having six strongholds, while you start with barely more than a handful of troops and a wall, trying to hide in the small valley between your ally and the closest Crusaders' fortresses.

So, take a deep breath, and start the battle!

I hope you have a lot of fun, and a good challenge with this map.

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
Any comments or similar?
Krarilotus Hey Florian, can i ask you just one question?
It appears to me, that this map is very easy in defending. I see how long you worked on that map, and it got pritty cool. but one thing: how often did you or someone else test this map? Because i think, you just did that stuff with the killing order of the enemies without enough testing. I wont write a review yet, because i havn't finished the map, but i will do so when i ge to the end and that for i need to know if you realy think this map is balanced the way you uploadet it.


PS: This map reminds me of a Starcraft II map, called Night spezial forces....
peter2008 I am playing this map in these days.
Learning the circumstances step by step.
Brought down an enemy tower using mangonels. Wondered why the AI would not replace the tower. Then shot the last man there on the ground, and voila, the tower was up again - with multiple siege engines on it.
Also lost my market and noticed I could not rebuild it - after an hour of gameplay.
But as reviews have been promised to the submitters to our Fantasy competition, I'm bound to fight my way through the scenario.

Edit: the green castle complex, the Wolf, Frederick and the Marshall are down. Making progress. :)

The "killing order" (Krarilotus) depends on some "features" which belong to the different AI castles. Like steps leading downwards, it's necessary to kill the lowest AI first.

[Edited on 05/07/13 @ 11:01 AM]

File Author

> It appears to me, that this map is very easy in defending

It may be very well doable for a veteran player, but at the same time difficult enough (and potentially very annoying, #mangonelsToTheKeep) to be decent a challenge for intermediate players. In addition to that, it may (or may not) take players some tries to gain relevant knowledge such as *SPOILER ALERT* "oh my trading post is gone... and I cannot rebuild it... uuuuugh, damn!".
Also, the player was given an ally for a reason - to have some spectacular action and besieging and a bunch of opponents without it being too overwhelming for most players to stand a chance.
Last but not least, the map has been finished with some time pressure to make it into the contest, during another period of uni exams, so I tended to err a bit more on the "less difficult than possible" rather than making it "impossible" without using glitches and exploits.

Besides, part of the overall difficulty is the offense, especially cracking up the bunker system of Marshall, Frederick and Wolf with reinforcements from 3 other AIs coming in constantly, and limited options for economy, space and military.

> but one thing: how often did you or someone else test this map?

Zero times. Time pressure, contest rules, and a lack of knowledgeable testers known to me that did not themselves participate in the contest either as map makers or even as judges.

> i think, you just did that stuff with the killing order of the enemies without enough testing

Well, the killing order of the enemies is meant to be an interesting twist - in pretty much every SHC match you have to "conquer" an opponent castle by killing its Lord, making it crumble to dust immediately. Here, in contrast, you need to actually imprison the enemy Lords on their own keeps without killing them, occupying their castles for real.

This comes with a number of further consequences of which I was and am aware, including the fact you can use the AI's defenses to your advantage for guarding your further progress but have to be careful not to accidentally shoot the imprisoned Lord. You also have to make sure the imprisoned AI does not "regenerate" and expel you again. You also may need to keep an eye on your ally Saladin, so he does not do anything stupid in that regard... and you can watch in action how the AI will send each other gold (10% at once) when in fear - which also has the effect of occupied AIs boosting their allies in order to try and push you back out, or at least helping those further down the line to stand up against your attacks for a bit longer.

Either way, the killing order is mandated by means of AIV design, and is definitely not just an arbitrary soft-rule the player could ignore.

Hope this clears up some of the points you wondered about. #epicLateReply

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