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World selection.

#16
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The map turned out to be convoluted, and the embellishments are all in the wrong direction. I've never liked the dark design of the map. The supposed benefit of the ally remains a mystery to me. He only creates unnecessary hustle and bustle and throws in minor annoyances for the player. The dialogues, in my opinion, are strange. And the quest distribution is as "obscure" as possible. None of the complaints are particularly serious, but it is this that creates an "unfriendly" atmosphere for the map. I disliked the main concept of the scenario even more. The Necromancer is denied access to half of the higher-level "darkness" and "chaos" spells. Even his staff was taken away. For some reason, they are forcing a "summoning" playstyle, which is completely unsuitable for the Warlock in this situation. The main character is sent to different corners of the map to gather reinforcements, thereby wasting precious time.


This contradicts the very spirit of the game, where speed and aggression are the keys to success. In the end, it turned out to be a "meat grinder" game, not magic versus might. The final hero can only oppose the player with a large number of troops; he doesn't want to cast any spells.
After struggling with the author's version, I restarted, took Lestat as the main character, and completed the map on "hero" difficulty in 35 days. The map gets a three out of five. After some refinement, it might turn out well.

P.S. The "holes" in the map are present regardless of the EWA mod. I played on a clean version of the game and encountered all the same shortcomings that I already wrote about. raspisnoy