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Jomm;-)

Author File Description
Jalis
File Details
Map Size: 400x400 (Large)
Difficulty: Normal
Jomm Valley was a place of battle to control the area. First settlement was plagued with disease, last crusaders's fortified town was destroyed some years ago, but saracens were not able to hold the place. The valley is now inhabited by lions which are said to be numerous. It's time to you to say good by to your 3 years old betrothed and start a new attempt to build a new outpost. Locals are not friendly, so dont hope help from them. You had even to be very careful about quick razzia. Saracens will not let you in peace for a long time so quickly raise your fortifications. Your primary goal is to secure the area. hurry up. Last, a witch predict you more guests for your mariage than you planed.

It’s a very classical invasion map, with no prebuild castle. You will be free to build one like you want, with fair area for rooms. Food will probably not be a problem. Ressources exist but are sometime a little far. Real problem could only be time and it’s to you to manage to build at the same time walls and a fair economy to raise and support a garrison. Once more, hurry. Time is not your friend.

Tips file not available yet but could be released if needed.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Lord Mikando
Rating
3.0
Breakdown
Playability3.0
Balance2.0
Creativity3.0
Map Design4.0
Story/Instructions3.0
PLAYABILITY (3). This is the second Jalis Crusader map that I’ve had the pleasure of playing and reviewing. But it’s a case of déjà vu all over again. At least 90% of my previous review could be applied to this scenario. You have about 15 game years in which to build up your defences and troop strength to withstand increasingly heavy attacks and eliminate all enemy units. You start with adequate gold and rations. There seemed a large amount of starting goods and I placed 4 extra squares in keen anticipation of the riches to follow. They all fitted rather easily on the originals. It wasn’t the only optical illusion I encountered. The mission is thoroughly enjoyable, entertaining and absorbing, but ultimately far too frustrating because my gaming skills were inadequate. I’ve played the mission five times now and had my butt well and truly kicked each time. That won’t stop me from having just one more go, but any remaining ambition is restricted to not losing quite so heavily.

BALANCE (2). There’s no mercenary tent, no oil smelter, no killing pits, no fire ballistae and no moats. Your highly trained engineers are just about capable of building shields or manning a tower ballista. This does tend to cut down your defensive options more than a little, and it’s a mission where you need all the help that’s going. I enjoyed the early stages tremendously but I found that the final series of battles was total overkill by quite a large margin. I estimate that any chance of success would require three or four times as many troops as I did manage to accumulate; or, put another way, have the number of attackers reduced to between a quarter and a third of those that did turn up for my ritual humiliation.

The usual fire, plague and pestilence, not to mention lion attacks, turn up at inopportune moments to disrupt your planning and leave you reaching for the swear box. I did try the option of moving the stockpile to a more advantageous position, but you can’t control the Lord’s movements and he invariably ends up in splendid isolation on his keep.

The closest I got to ‘success’ was to kill all but about 800 enemy soldiers encircling what was left of my stronghold or awaiting their turn at the signposts. However, I did eventually escape with a dishonourable draw as the defeat screen never appeared, even though the Lord was a distant memory and the ‘time until last battle’ bar had been fully green for at least five game years.

CREATIVITY (3). The designer has created a mission that will test your gaming skills and sense of humour in equal measure. It’s to his credit that he had me coming back for more, even though I knew it was bound to fail. There are many maps that I’ve given higher ratings to and yet only wanted to play the once.

MAP DESIGN (4). It’s a well-crafted map with water flowing down from the distant mountains to produce a shallow stream that bisects the area and brings life and greenery to the parched land. It’s still an inhospitable environment in which to do your military service, but there’s enough arable and shrub land, together with iron and stone deposits, to keep the wolf from the door. A realistically ruined stronghold lies abandoned not too far from the keep. On more than one occasion I glanced envious eyes at that natural defensive position. If only I could have taken it over and repaired the infrastructure. If only ...

STORY/INSTRUCTIONS (3). There’s a perfectly good story to preface the action, but it would have been nice to have a brief summary in the game’s ‘objectives’ screen. You don’t particularly want to refer back to the download section for a quick refresher as you’re about to start the game. I’m still working out what “a quick razzia” means, but it’s probably foretelling my numerous defeats.

CONCLUSION. The designer places this in the category of normal difficulty. Should he assess one of his future maps as hard or very hard, you won’t see me for dust!. If Jalis can just find the knack of tilting the military and economic balancing acts rather more in our favour, he is eminently capable of turning out some stunning missions for our delectation

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HGDL v0.8.0

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Rating
3.0
Breakdown
Playability3.0
Balance2.0
Creativity3.0
Map Design4.0
Story/Instructions3.0
Statistics
Downloads:910
Favorites: [Who?]0
Size:673.75 KB
Added:01/10/03