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Labyrinth

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#7
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The editor has plenty of resources to impress even the most avid fans of the series!

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 – I love them, but they are absolutely identical. It's noticeable and irritating. Also, the mountain design is so-so. These aren't mountains, but rather green, distorted patches of space! I showed in the screenshots how a more beautiful mountain design looks.

The terrain elevations at the edges of the locations look mediocre, especially the stretched-out "mountains." Either use objects to create them or use masks – in the graph editor, use Masks 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 – but that's not 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 a lot of space due to their height but also look like a bunch of objects that don't fit the atmosphere. I recommend taking a closer 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 is not very difficult because the method of "moving as close as possible towards the desired center" actually leads to the goal, but finding the way to the stacks on the edges was a challenge. But in the second game (and Multiplayer implies multiple games), it will no longer be interesting, and after exploring the entire area, the magical auto-navigation with the search for the shortest path will do everything for us...

It is very likely that there will be a strong imbalance in favor of the necromancers, especially if they start from the human location, because they have direct access to the necromancer castle. It is unclear why two players have access to additional castles, while the others do not. Also, dwellings spawn with a completely random race; 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 will 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

Thank you very much! This is exactly the kind of analysis that was needed. I will deal with the mountains and trees in the future, I think. The map was created for the red and blue players, the rest are AI. The labyrinth was conceived as something passable; there is no need to get lost in it; the idea was to have ambushes and a final strong AI enemy. I will recheck the dwellings to match the cities on the territory. I am learning about scripts; the programming language is not the same, but the operators are similar everywhere. And I want to leave the map as it is. This is my first map, and it should be like this: flawed, imperfect, irritating in some places, but fulfilling its purpose. Design will come; the main thing is the idea, the development!

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