It's been a while since I've seen a map on the site that I could write about without resorting to just using unprintable words. I completed the map (original version) in 50 days on "hero" difficulty. The map isn't very difficult. I liked the scenario's concept, the dialogue scenes, and the logic of the actions. Good layout and successful logistics, the map is dynamic. (I can't remember when I could say that about modern works). The landscape is drawn nicely, thematically appropriate, although without any frills, but it's neat. What I didn't like was the development limit. It's like an axis around which problems start to revolve. The limit is very low for a scenario with a respawning opponent who immediately builds up an army. I had 2 heroes at level 18, one at level 16, and another at level 6, and there was still a lot of "meat" left on the map. I didn't take any major artifacts. The main character hit the ceiling and was forced to let neutral creatures go for more than 2 weeks of game time – this greatly diminishes the interest in the game. Due to the ceiling, there is a very small choice of development options for the main character; only 2 schools can be incorporated, and even then, not completely – there are practically no variations for a replay. "Education" has become completely unnecessary. The issue with joining units is poorly resolved. Not only native troops join. Where to put non-native, mixed groups? Why is the construction of a sacrificial pit prohibited in all castles? I didn't like the choice of colors for the enemy's flag. Brown is completely "blind" in demonic settings, and orange is only slightly more contrasting. The final necromancer is weak compared to the demon that joins the player. Imps drain all his mana, he has nothing to cast, and the AI doesn't know how to use spells. And skeletons are not warriors against demonic troops. It's very bad that the necromancer is locked in a castle. The name of the map implies a greater involvement of the necromancer in the events of the scenario.
Thank you to the author for the work, it's beautiful. If this map is really the first sign of good things to come, then I look forward to new ones.
13ga, thank you for the review and walkthrough!
50 days is an excellent result! As you rightly pointed out, this map is designed for a dynamic playthrough.
Kaspar was strengthened in the patch, but I think there is still room to make him more difficult. As for the passivity of the turquoise hero, there was a similar idea to make him a little more active, but in the end, I decided to abandon it on this map so that the turquoise hero wouldn't get in the way of other enemy heroes. And the reasons for pursuing Agron instead of them are not yet clear.