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Walkthroughs for custom maps.

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#3027
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Stormbringers
http://heroesportal.net/maps/view/945
A large Armageddon's Blade map, playable only as Castle.
Everything else after capturing the AI's towns.
The map is not difficult, but has an interesting author's concept that, due to the AI's stupidity, remained undeveloped and not fully implemented.
Loss condition - loss of town.
Start:
The start is intriguing: we have four heroes and two towns, but both towns are unavailable at the start (in the first one you cannot build a tavern, and the second is blocked by a purple guard)..
Adela visits the blue tent, takes a boat, and sails to the purple tent shown in the mage's window.
Valeska (Samanta with Enowa's portrait) gradually walks towards the town.
But the other two heroes: Sylvia and Mulich (Cedric) must flee from enemies...
I failed to save Sylvia, but Mulich eventually arrived at the respawn with the town "Carbonek," which Adela and Valeska are heading to...
Building is available in two towns, but it's better to first build only the playable Carbonek... and only after resources are sufficient, start on Tombstone, which cannot be lost, otherwise the game will be lost...
After arriving at Carbonek, building it up and hiring troops, the game begins, which essentially consists of several stages:
1) Deal with the heroes on the surface and visit the tents of each enemy; the enemies themselves are nothing special, but there is no Town Portal, resulting in a lot of chasing them to avoid losing towns.
2) After defeating the enemies on the surface, visiting the tents, and figuring out where the Grail is, we descend into the Dungeon.
The enemies there are behind black gates and locked by a blue passage guard (accessible only to the player), so
we ourselves release the enemies.
The Dungeon leads to Tombstone, Town Portal, and the black tent, after visiting which only finishing off the enemies remains, who are somewhat of a threat (cannot be defeated with a week's growth of troops) and emerge from all sides after we open their passage.
3) Final stage: through Town Portal we control the captured towns and finish off all enemies...
Map features:
- There is some kind of plot, and story messages appear as you progress.
- Overall, the paths are well thought out, the landscape is harmonious.
- The entire map is connected by land and water routes, with a well-planned network of exits to the Dungeon, which without Town Portal turns the game into a chase.
- The idea that we ourselves free the enemies, and after opening the blue guard, there is a threat that Tombstone will be captured by the AI, but the AI never even approached it during the entire game.
- The AI's troops pose a threat and difficulty only at the very beginning and for a very short time, after that the only problem is catching them.
- The ability to hire Snipers and Wizards, which significantly simplifies the walkthrough.
Everything was completed by Mulich alone in 162 days - result 488 points; if using at least 4-6 heroes, especially after capturing the AI's towns, much faster results can be achieved...
Overall, I thought the map would be more interesting and varied, but alas, it turned out to be a quite average and simple map to play through