Downloaded the latest, most hyped map. It's made at a professional level: good layout, rendering, and plenty of scripts. A lot of work; from a technical standpoint, the map is polished to a mirror finish. I find it hard to believe this is the author's first map, unless it's the first under this nickname. I didn't like the author's verbosity. Even the task descriptions are wordy. There are specially designated corners of the internet for graphomania. Strategy games aren't about that. I couldn't get through the author's walls of text; I played without paying attention to the text everywhere. I started with the suggested heroes, but after a month, I realized I couldn't get this nursing home back on its feet. Nicholas's specialty—a dead idea from birth. Why provide help on turn 4-5, when it's too little too late, if you can tell whether I won or lost by the second turn? The enemies have creatures with high initiative and morale; all the hero's bonuses should be present from the first round. I never felt any benefit from the appearing stacks; often they just got in the way of their own units. For the second hero, the author broke some bones in a struggle for equality by banning "vampirism." This hero has a small bonus at the start, but the higher his level, the paler the specialty becomes. By level 20, even Deidra will be no worse than Stefan, meaning there's no point in developing him. I didn't understand the logic of the author who banned alt-grades for the Castle on the grounds that they weren't in the original, but then slipped in a bunch of completely new creatures that weren't in any part. Either take off the cross or put on some pants. These models were lying in distant boxes and could have stayed there. They reek of impossible gaudiness, like gold teeth in the front row. They completely break the balance but bring no meaningful value to the game. The 3rd Heroes were lucky; they escaped the curse of modding creatures to suit personal whims, and therefore they live much better. Bring back "vampirism" and normal "mentorship"; don't force players to scratch their heads in confusion. Look at the map completion times. By the 4th month, the computer throws in the white flag simply out of innate politeness. If you want to create difficulties for the player—remove joining detachments, put a ban on building castles, but "mentorship" should be full-fledged. "Player humiliates a helpless AI infant"—that's when someone completes the whole map as a Necromancer with a pack of ghosts. But here, the player joins more units in the second week than they could gather by their own strength by the end of the second month. Practically all of the author's innovations on the map disappointed me; I started over and chose Lucretia as the main hero. It's good that thanks to the efforts of conservatives, a pedestal appeared on the map from which she can look down on any cheating elf. Part of the map was already known, so I finished it very quickly. I got slightly lost in the Dungeon; I could have moved better, by about a week. Because of this, the Blue player managed to declare war on me half a turn before destruction; otherwise, he would have vanished silently. I didn't touch the Mages; they landed once and had no more time left. Robin came out once. On "hero" difficulty, the map ended in 67d. I liked the combat scripts of the title opponents. It would be good to hold back their resurrection in the tavern. On my turn, I defeat the AI hero, end the turn, and he's already reinforced and attacks again. Even a vampire's hand gets tired of stabbing here. Against the elves, I knocked out the same ones about seven or eight times in three days. The thing I liked least was the mage who popped out from the island: he is modeled after a Warlock. How does he have Sorcery 20 at level 15-17 without artifacts? (more than Knowledge). I didn't like that partisans attack the hero regardless, even if he spends the night in the castle. The battlefield was normal in this case, not as in a siege. I didn't like the placement of both mentors. Why can't at least one be placed near the second Necromancer castle; it's central to all the action? I don't understand why my economy froze after capturing the last elf castle: money and resources stopped being added.
P.S. Large text boxes were first used in the map "Ring of Void", 2006
I've written a lot; my apologies, I must have caught a virus from the completed map.
You accuse the author of graphomania, but you are guilty of it yourself.
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com