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Tomb Robber

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#44
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Player100
Initially, I liked the map. Firstly, it's aesthetically pleasing. I can't stand the drabness of the desert; here, the landscape is excellent, really good, and I can't find anything to criticize. By the way, I also appreciated the well-written text, which, surprisingly, isn't very common among map creators. Secondly, at the beginning, you need to run around quite a bit to capture and distribute resources effectively. Due to their scarcity, the first battle against the green faction wasn't very easy (not in terms of losing, but in terms of minimizing losses). I didn't listen to the author and chose the light faction – everything is fine with it; there's enough of it. But I didn't see any dungeons at all. I went down, and a mummy appeared with a large army, but without any stats or level. The mummy lost its army and ran away in disappointment. That's it, the game is over. It's like a victory, but I feel like this victory was stolen. Thank you to the author and best wishes for further refinement. Having a sense of completion and increasing tension as you approach the finale would greatly improve your maps. I sincerely wish this talented author continued creative growth (if, of course, this is still relevant).
Unfortunately, it's not easy to work on maps right now, and I've switched back to creating scenarios with campaigns, but still, thank you to you and the community for your understanding. I always have problems with the finales, but the more I play, the more I learn about upgrades, artifact sets, AI behavior, and so on. One day, I'll understand the mysterious formula for the perfect final battle, and for that, even Orson will rise from the dead.
Dishonestly yours, Liza