I finished the map. The map turned out really well. I would say it's quite good (there are a couple of drawbacks, which I mentioned) – with a few tweaks, it will definitely go into my collection of unusual scenarios and must-have maps.
P.S. The mass vampirism was pretty cool (but against a skilled Light faction +2 rings + staff and cloak... (all focused on initiative)) – it didn't work)). I took them all down one by one. If I were playing against a player instead of the computer, I would have had a tough time at the end. Thank you for 3 great evenings spent playing the game.
Thank you for the feedback
Added 2 hours 6 minutes ago
Updated the map to the new version. Here are the changes:
-Increased the guard force protecting the player's starting location from the Turquoise faction.
-Added a well near Glenheim.
-The fog is now less dense.
-Removed the ability to play as the Red faction.
-The price of Elven dwellings has been reduced to 5 crystals and 5 gems.
-Fixed a bug that prevented Elves from capturing their dwellings.
-Now, you can't recruit troops from Elven garrisons; the army size in these garrisons has been reduced.
-The Elven garrison on the bridge cannot be bypassed.
-Fixed a bug with the "Siege Master" quest, where the gold was not being collected.
-Removed a loophole in the guard near the spell library.
-Changed the guard at the outpost near Glenheim and weakened the "Regeneration" spell.
-Removed the ability to build a shipyard in one of the Elven cities, as it was unnecessary.
-Increased the army size of the final boss.
-Removed the smoke that was covering the buttons.
-Reduced the army size in the Demon garrisons.
-Added a mentor to the Dungeon, in place of the fort.
-Fixed errors in the texts.