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Downloads Home » Stronghold: Sieges » Archipelago of Death

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Archipelago of Death

Author File Description
lord kyle
File Details
Map Size: 300x300 (Medium)
Difficulty: Hard
After having his army completly incinerated at Ignite or Die penninsula , your brother Mornilo, has retreated to his stronghold in the Archipelago of death. You have quickly summoned an army from all of your controlled counties. Mornilo's fortress will not be easy to take down as he has many skilled marksmen. Your troops, eager to plunder his castle, will have to navigate a labyrinth of islands under heavy fire from the archers above. I suggest you station your archers using the terrain to your best advantage. Do not try to hack through his walls as the innerlayer is supported by max height, when destroyed your troops cannot pass through. Beware, once you get inside (best to use a ram to breach the double gatehouse) there are many steak trapsto reduce your numbers, particularly the inner bailey, it is chalk full of steak traps, only a fool would march his troops through there. It would be best to find another way in to the keep.
Hopefully by nightfall next fortnight you can be dining on the food in Mornilo's larder, his wine is rumored to be the best in the land.
This map was really meant to be an attacking siege map, but it also plays okay on defending.
On attacking play on Easy or Normal or maybe if your good Hard.
On Defending it is best played on very hard.
Anyway enjoy! :}
P.S Tell me if it would make a good freebuild.
AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design4.0
Playability: 4/5

This is an interesting siege map. From the start you have to overcome various obstacles as an attacker, such as small groups of swordsmen and fire from archers and crossbowmen, not to mention ballista from the castle towers. Navigate these and you are faced with multiple gatehouses to overcome. All the time you are under constant fire from what seems like a relatively small number of defending troops, but with an inner bailey laced with killing pits, progress isn't straightforward.

Overall, this map plays exceptionally well. Attacking on normal difficulty may seem relatively simple, but this is a nastily deceptive map that can leave you wondering what happened to the extensive army you started out with! There is only one route to the keep, a clever use of terrain modelling, and in that respect the approach to the castle is critical. Not as good as a defender (see below, Balance) but a really good siege map, another one that held my interest from start to finish and still keeps me coming back for more!

Balance: 4/5

As an attacker, on normal setting, this can be quite tough. Using the troops provided, I found most of my pikemen cut to ribbons and opted to use them in large numbers to overcome the tricky aerial attacks from within the castle walls. The long route from invasion point to castle really adds to the map IMO and is a great way to utilise as much of the landscaping as possible. Good work here. However, as a defender on very hard setting, facing the maximum number of attacking units, the victory was a little easier. Only one gatehouse fell, a sign that the AI has weaknesses. Play as an attacker for a better game. Balance overall, despite this slight problem, is great. Very much above average.

Creativity: 4/5

As a standard siege map this is fine. But the credit here goes to two distinct areas: the use of the long pathway to the keep, or across the archipelago, and the defined route you must take to get within the castle walls, as a result of walling placed on max height terrain. I liked these design points and it's particularly refreshing to have a siege map where you're not having to build cats and trebs in order to break through the castle gates.

Map Design: 4/5

See points above re terrain use. In addition, the castle layout is extremely good, very well designed and the terrain has been modelled with a real look of a coastal landscape. It's different too, which scores well with me. The look and feel of the map is definitely appealing.

Story/Instructions: 4/5

A great story that follows on from the author's previous maps, which I have played and thought highly of. In itself, it's well written with some good content. I'm always pleased to see attention given to the story/instructions part of a map design.

IN SUMMARY: In keeping with the author's other work, this is another good effort. Consistently good across all areas and a bit of a demon to beat! Above all, it's quality work, with a real replayability factor to it. Impressive.

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Map Design4.0
Favorites: [Who?]0
Size:462.64 KB