CastlesCreated by [REGL] Pooh (all)
Went public on 3/25/2012
Number of ratings: 257
Average rating: 3.5175 / 5
441 territories, 81 bonuses, 6 distribution modes
|Adopted from siy for updates.|
Review by falconchris on 3/26/2012.
Multi player only, AI's not intelligent enough to avoid the negative bonus traps.
Review by [REGL] Pooh on 4/26/2012.
Okay Map. The Walls/Paths Tricky for the first time. Some Inconsistant-non-symmetrical bonuses, plus center is too overweighted to be in the distribution. Perhaps a race to it would be better.
-Fix Non-Symmetrical Bonuses in Purple and Green.
-Fix Broken Link in Center on the two squares on Top
-Add Extra territories to the 4 player FFA so the castle can be filled out quicker rather than having everyone start in the center. Its almost 30 turns before you can fill out castle without multiple starting points. Maybe add the 4 corners for a total of 5.
Took map over from siy to make corrections on 2/7/2013.
Issues addressed in the latest version:
Fixed Missing Connections
Added Distribution Methods
Please let me know if you have any further suggestions.
Review by Chief on 3/25/2012.
fix the bonuses. purple castle has a bonus the same as every other castle. (worth 10, next to the 20 bonus on the front) it has 10 territorys while the rest of the castles have it for 6 territorys. there are other problems players in my game reported.
Fixed! Thanks for your feedback.
Review by jlphelan on 5/16/2012.
Great layout; however, it seems like the "moat" blocks keep the AI from advancing, not sure, but it seems to be the case...
Review by Andalorium on 3/25/2012.
nice map, but i got confused that there were two levels instead of one, i suggest having the airlift card for this map as well or you'll be waiting several turns to get your larger forces were you need them
Review by XenonXperia on 3/26/2012.
VS npc's this is way too easy. NPC's dont avoid the negative armies and they get 0 armies quickly.
Review by  b3rz3rk3r on 5/10/2012.
found 2 errors during play.
-bonus 14, has 4 additional territories.
-you can't move between the 2 upper center fields.
But it is a fun and interesting map besides the few minor errors.
Fixed, Thanks for the Feedback!
Review by chiiii on 5/8/2012.
Review by Berserk on 3/4/2013.
Too many long pathways made out of rows of territories. That really drags the game out, makes it way too slow and boring.
Review by [LOD] mole on 3/26/2012.
Bonus 14, has the gate and tower, where it should be just the gate
Fixed, Thanks for Feedback!
Review by Destroyer on 4/8/2012.
I really enjoyed this map.
Review by Nathan on 10/8/2014.
Good stuff. The negative provide an additional layer of complexity to gameplay. My only complaint is that the little arrows intended to show how territories connect underneath the walls make it look like the territories connect TO the walls.
A word of clarification to players - envision the perimeter of each castle as a second-story wall with entrances and exits going through gates beneath the walls.
Review by Allan on 3/8/2013.
La inteligencia artificial se trabo, ojala solucionen ese problema.
Review by Novirtue on 6/7/2013.
Takes really way too long to go up the castles to get rid of the negatives, AI has a hard time with this map.
Review by Nemoricus on 3/27/2012.
Not a bad idea, but the default distribution makes this map terribly slow to play as players have to slowly work their way out from the starting positions.
Fixed, by adding several new distribution modes.
Review by Kat' on 7/2/2012.
Very poor design. In practice mode the IA will lock itself capturing the two -10 bonuses too early. The walls can only be captured after like 30 turns. The map is so slow to play that it's enarly unbearable, and there are practically no tactical possibilities.
Review by CapTainB4ckFir3 on 4/29/2012.
broken squares and broken bonus on purple castle
Fixed, thanks for the Feedback!
Review by Sizard on 10/27/2015.
Great map, don't get your stacks in the wrong place
Review by Silas Hagland on 2/17/2016.
Review by Jeffotato on 5/15/2016.
Forces you to use very precise strategies, using negative territories.
Review by Hemija on 3/27/2012.
Not good for singleplayer map
Review by Darth Bobicus on 4/3/2012.
would be better if the wall and tower portions led onto the lanes to other castles rather than a jump directly from the keep.
Review by Samson on 6/16/2014.
THAT WAS FUN
Review by Littlejoe on 5/5/2014.
This map is confusing but fun
Review by andrew on 1/11/2014.
Review by Maggot Brain on 10/31/2013.
This map has some cool ideas but the moat system doesn't make a lot of sense. Needs to be reconfigured before playable.
Review by MechArmy on 4/2/2012.
Little tricky, but interesting
Review by RijS on 11/10/2013.
A very simple map with lots of space to create a stalemate. Even after an opponent attacks.
Review by indiman112 on 7/29/2014.
Lots of fun!
Review by DOA-DFA on 9/17/2014.
Review by Shadow (HUN) on 11/1/2014.
Review by Mark The Destroyer on 11/27/2014.
Use your choke points and be wary of the negative bonuses.
Review by G_GR on 12/16/2014.
Review by DanWL on 5/19/2016.
Complicated commections; make sure that you read what's connected to which territory.
Review by ErrantDebris on 5/21/2016.
While an interesting concept, it lends to drawn out games with little happening each turn.
Review by schwarz on 5/21/2016.
Review by John on 5/25/2016.
Review by Endril on 6/3/2016.
Pretty good map, interesting to play, the only negative is that there is too expanding to do until you actually met another player in battle. May be better to use it on real time games.
Review by PSV Supporter on 6/29/2014.
Terrible map. Several territories do not connect, although visually they do.
Response by map creator [REGL] Pooh on 3/28/2016
Fixed. Thanks for feedback.
Review by Yksisarvinen on 3/24/2016.
Fun map, but AI runs into negative bonus at the beginng and stops playing :/
Review by MainstreaM on 4/26/2012.
To bad the AI can't handle the -10 at the centre and stalls.