The editor resources are more than enough to impress even the most avid Heroes fans!
Now, about the map: the desert and lava design is good. The design of the human, dwarf, and necromancer territories is so-so. First, the water is green – this can be easily fixed by setting ReflectiveWater=true in the map properties. The trees – which I adore – are absolutely identical. It's noticeable and jarring. The mountain design is also so-so. These aren't mountains; they're just green, distorted patches of space! I've shown in the screenshots what a more beautiful mountain design looks like.
The terrain elevations at the edges of the locations look mediocre, especially the stretched-out "mountains." Either fill them with objects or use masks – in the Masks panel instead of Objects in the toolbar. And again: there are way too many identical objects. Identical pine trees, identical bushes, identical fir trees! Apparently, you had enough patience to diversify the decor in the desert location, but then you got tired – which isn't good. In the necromancer locations, you don't need to fill all the empty space with a bunch of dead/moss-covered trees – they not only block the view due to their height but also look like a bunch of objects that don't fit the atmosphere. I recommend taking a look at the design of the necromancer locations in the Arantir campaign in the expansion pack.
The most important thing is the labyrinth in the center. It looks really cool! However, the labyrinth isn't very challenging because the "move as close as possible towards the desired center" method actually leads to the goal, but finding the way to the resource nodes at the edges took some time. But in the second game (and Multiplayer implies multiple games), it won't be interesting anymore, and after exploring the entire area, the magical auto-navigation with the shortest path search will do everything for us...
It's very likely that there will be a strong imbalance in favor of the necromancers, especially if they start near the human location, because they have direct access to the necromancer castle. It's unclear why two players have access to additional castles, while the others don't. Also, dwellings spawn with completely random races; to fix this, you need to specify the player number to which the random dwelling's race will be linked in the LinkToPlayer field in the dwelling's properties. The ambush theme is cool; I won't give any advice on optimizing the script yet because I think you'll optimize the scripts over time to make it more convenient to work with.
Overall – 5/10. Considering that this is the first map – 8.5/10
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