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The Time Has Come
After failing to destroy the Wolf's castle, you and your men fall back to a small fortification on the North-East coast of England. Unfortunately you are not given much time to recover before the Wolf tracks you down and strikes while the iron is hot.
Sir Longarm and the King regret the decision to give you command of their forces; however, the surviving men will only fight under your command. In an attempt to get a warning before the Wolf's arrival you send out two scout parties to North. But much to your displeasure, as they begin to leave the encampment you hear rattling sound of steel and the distant roar of disciplinary captains giving commands.
With the Wolf here you no longer have time to prepare and must fight him with the troops remaining. Despite your utter failure in the previous assault the King and Sir Longarm still stand with you.
Good Luck and thankyou for taking time to look!
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The Time Has Come
Just a few points to start off this review:
I quite enjoyed this siege map. It was very short, and far too easy, but also allowed to make use of my castle-defense skills. Judging by the context (story) that the author has provided, I assume that the mission is intended to be played from the defending side (correct me if I'm wrong on this). I'll thus focus more on the map being played on defense than on offense. (The siege is about as hard on defense as it is on offense.)
So, thanks for sharing this project :) Onto the review.
Firstly, as mentioned, the map is decently fun/playable. Nothing exceptional; it plays like any other enjoyable siege you might find on this site or with the base game. It's a solid map, and has no serious, utterly gamebreaking flaws (though, with a close call - explained shortly). You'll find yourselves using a variety of different troop types, taking into account their own strengths and weaknesses. Then there's the terrain; the use of elevation, and like I've mentioned many times before, the importance of chokepoints.
However, it's probably these chokepoints which make the map too easy. Having chokepoints on a map is not necessarily a flaw in terms of map design, but when the ENTIRE premise of a map revolves around a chokepoint(s), this DOES have the potential to be gamebreaking. This exactly the problem with this map. Funnelling a large number of enemies into a small area makes fire overly powerful. Area denial is a real thing! I was able to win on defense on Very Hard, with 37% losses and a 21300 score, doing only a little more other than lighting pitch ditches and timing boiling oil correctly. The author was very lucky that the particular map design chosen did not adversely affect balance to the point where it is completely one-sided.
On attacking, the map is, again, far too easy. I had a similar score, 21600 on VH, with 34% losses, winning by primarily using a strategy of bombardment and attrition (trebuchets) and an army composed almost entirely of pikemen (to withstand fire, large hitpoints). How was this possible? Simply put: the defending troops are too sparsely placed around the map. Definitely not concentrated enough to put up any sort of meaningful resistance. The map needs more work on its balance: in its current state, it's acceptable, but only just.
Regarding aesthetics, the map is not hard to look at, but again, nothing exceptional either. I appreciated several things, including the use of rocks to define rough terrain, varied use of trees, attempts to blend in hills and mountain with gameplay and strategy. I liked the unconventional castle design, I liked the bridge, and I liked the docks area. Detailed as it all was, it just wasn't detailed enough, and simply wasn't convincing, just falling short. I'll give a few negative examples: for one, the terrain appears to have been hastily drawn with the largest-size tool. Not a lot of fine chiseling involved. Very rough and crude. While the map is colourful, the colours don't blend in very well.
Lastly, the story is not very original, but it is clear to read, spelling/grammar/syntax is good, and the format is well-organized. Good work.