taken from the map archive
The file itself is called der fluch, but there are two maps in the archive (old and new versions)
Author: IchMachEinenAufPimp
The map has a decent rating on the site, so I decided to see what's going on there....
The map is another RPG quest where everything becomes clear and boring by the middle of the game....
But the beginning is truly impressive: for player 1, the starting hero is King Pimp with 1 crusader, and there are two spells in the book: resurrect and summon boat; you play as Castle, but you are only given a village with griffins, and there is no tavern either...
The first expectation was that it would be a tough fight, moving to new enemies via one-way portals, but without the ability to retreat, the single stack disappeared very quickly...
The map is quite mediocre, but there are a few moments in it that even reminded me of Dragon Lord's Walkthrough.
And so, the Walkthrough:
In the 1st week, we buy griffins in the towers and take the village on day 2-3, then clear the lands, gathering griffin troops from external dwellings; next, we head north in the 3rd-4th week of the 1st month after visiting the conservatory and upgrading angels, and take the castle with Edric, receiving slow; only griffins are available there too)))
Then via a one-way portal, we move to the main lands where the bulk of the game takes place:
We have access to 4 castles closed by quest towers, but we are only given one; the others will be obtained later when we complete the tower quest, and that's where full build-up is available.
We will have plenty of resource mines; enemies here pose no threat and can be easily beaten one by one; moreover, there will be a Dragon Utopia and an external dwelling for rust dragons, so the choice of troops will be wide.
Afterwards, all enemies are closed off from us by passage guards, so they are eliminated calmly and without problems.
After capturing all enemy cities: Dungeon, Tower, Inferno, Rampart, we leave through the next one-way portal, which begins a long, long road with no possibility of return...
During the journey, an enemy flies to us via portals, opening the border guards by visiting their tents at their spawns.
Here is a very important point: after sailing away on a boat (enemies do not have summon boat) and going through events with terrible gold deduction (all our gold is eventually zeroed out), you must reach Flax's castles in time; otherwise, the enemies take all our cities and you can lose...
Further, we get all types of dragons into our troops, and after completing quests (bringing Flax's troops to the passage guards, we also join a significant number of dragons); as a result, the army consists of titans, archangels, griffins, azure, rust, faerie, and crystal dragons, but you can combine them...
And we return back to win all the lands from the purple player...
Here, during the Walkthrough, I made a small mistake: I didn't do the tower quests for dragons, because of which I simply lacked meat in the battle with the main enemy of the purples, who had 20 to 60 dragons per stack; I had to retreat through the one-way portal and sail back to Flax's castles, and then return after completing the quests (several months were wasted by this stupidity).
With the purple player, only two battles with his main heroes are of interest (very conditional), and further, when all lands are returned, we get over 10 mines of each type at our disposal, a bunch of cities — a sea of artifacts (AoTD, Alliance, etc.) and essentially absolute security; no one will come to us, all remaining enemies are sealed and cannot offer any resistance; with AoTD they were all cleared without losses via auto-battle
And the final part: after all lands are reclaimed, we again begin a journey of unpacking corners with the enemy hero and castle, where we finish them off....
In the end, we will be given TP and all spells, so there will be no problems at all..
Map Pros:
- good idea to divide the path into parts with one-way portals so that it's impossible to return until a certain time;
- well thought out invasion by the purple player and seizure of all castles;
- detailed interconnection of quests
Map Cons:
- with an archangel clone from the water book, resurrection, archangels, and all dragons with the sphere of vulnerability and all spells in the book except control and clone (clone is from the book), all battles are boring and without losses; the author didn't provide any AI buffs to counterbalance this....
- there are all artifacts and all spells, no problems, no difficulty; towards the end, any interest is completely lost;
- poorly developed map, especially with a bunch of closed computer cities located nearby, moreover with absolutely zero heroes;
- final battle practically without losses on auto-battle with a colossal advantage for the player in stats and army (I've never seen it anywhere else that the final enemy is inferior in every way to the player's main hero)
- no freedom for the computer; they are all closed and waiting for the road to be opened to them;
- completely illogical and unclear: the author placed an enemy on the path with 1 phoenix, a bunch of SP, and an Armageddon spell, when by that time the red ball is given and there are black dragons; most confusingly, why put a prison with zero passability and a bunch of useless troops like gnolls and halberdiers behind this hero if it's not needed anywhere else in the quests...
In the end, I don't know and didn't understand why there are quite good reviews and ratings for this map on the site.
The map was completed in 361 days with a result of 486 points.
I could have easily finished it twice as fast if I had taken the dragons immediately instead of wasting time returning and completing quests