After playing so many flat, choke point, bridge, 4 corner maps.
I have designed this battle field after playing each area numerous times over a 6 month period.
Each area has advantages and disadvantages.
Orange area (top left)
Rolling hills
Medium size build area
Wheat fields possible (6-10)
4 Estates far away
Area defensivly poor
No path blocking defensive positions in outlying area
Red area (bottom left)
Rolling hills
Medium size build area
Wheat fields possible (4-7)
Estates 2 close 3 far away
Area defensivly fair
3 path blocking defensive positions in outlying area
Blue area (bottom right)
Mostly valley
Smallest size build area
Wheat fields possible (2-5)
Estates 1 close 3 far away
Area defensivly poor
4 path blocking defensive positions in outlying area
Watch tower on tallest point by player area is only accessable by blue player unless the tower is lost.
Green area (top right)
High Flat hill
Largest build area
NO WHEAT FIELDS
Estates 1 close 4 far away
Area defensivly strong
5 path blocking defensive positions in outlying area
There are around 15 shallow river crossings across this map
Control the towers (either your color and stairs, or enemies color and ladders)
Defensive building positions for all players around thier area
Pitch ditches all across map for everyone to use
Mantraps and kill pits.
place braziers where ever you can
I tryed to design this map so that large siege armies could be stopped, and small gurilla warfare units would prevail. It works if your good enough but, you have to know the map.
Play against the AI's for practice they play fine on this map.
This is a BATTLE FIELD !!
Hints:
Building areas are small-medium, USE THE ESTATES!!!
Build towers in outlying areas for defensive positions
Make sure they have access to the top
Braziers & archers
Logs to clear trees