The Kings head monk brother Gerrard has become corrupt, he has managed to convince the king that you and your monks will sabotage his crusading force because you supposedly want to stop the violence. The king has decided that the best way to deal with you is to take your monastery and kill you, Abbot Sherbert. Gerrard hates you so much because you pulled a prank on him in monastery school. Since you and your monks are generally peaceful people you have hired a small force to help defend your castle. Use the five mangonels to help take out the swordsmen (suggest you group them together) and use the knights to take out any foe that gets far enough to start hacking at the monastery walls. Whatever you do, don't, don't let Abbot Sherbert and his monastary fall. I wanted to make a really fun siege map without the use of pitch or boiling oil. I think that I have succeeded. This map is great fun, enjoy :)
Playability: 4/5. This siege map lives up the author's description. It certainly is fun and a slightly different approach adds a refreshing slant to gameplay. You have an enormous force to overcome and have relatively few troops, with most of your protection coming from a group of knights, a decent selection of monks (fitting in well with the story) and some pretty useful mangonels. Unfortunately the map didn't end when I lost and I had to manually cancel the game. A good siege and pretty taxing on hard.
Balance: 3/5. In fact, maybe just a little too difficult on hard. I had real problems trying to beat this map and in the end had to give up. I opted to play on normal and eventually managed to win, but again after a few tries. I can't help but feel that either my tactics are appalling (probable) or there is a technique to this map that I didn't seem to grasp. That aside, this is still a good map and is a decent challenge for most people.
Creativity: 4/5. Very good idea, this. Take a siege map, deviate from the standard castle set-up (it still has a keep), base the defences around monks and a few archers and you have an interesting map to play. The creativity here is largely due to the absence of masses of archers and enormous pitch ditches and tactically you will have to fight differently. Good work.
Map Design: 4/5. The terrain modelling here is okay. It's more functional but serves a purpose. It's not a bad map at all in terms of design and looks good across the board. I particularly liked the monastery idea and design of the defences. It looks slightly different from the standard keep and tower set up, which is good to see. Some good uses of stairs and walling on different terrain heights adds to the look of the monastery.
Story/Instructions: 4/5. A good write-up here and a story that is quirky and tongue-in-cheek. This map doesn't take itself too seriously. Good effort here, finishes off the map nicely.
IN SUMMARY: Prove me wrong and play on hard, but I think this is better on normal for the average (me) player. A good siege with a difference, another very good map from Lord Kyle.