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#22
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I've been meaning to write for a while, but things have been hectic... ))) I think Mr. Marmot will have something to say to me, after all, I'm one of the few who managed to get it running.

By the way, it's quite unwise to start an argument on such a topic with Sir Talarasha.
And yes, may I ask what "marmot" means? Is it just a nickname, or does it have a specific meaning?

Everything works perfectly for me... both the SoD version and the WoG version. My WoG version is "clean" - installed from the WoG release and updated to 358f, although I can set it up however I want, because I know how.

Here's what I'll say - the map is good, interesting, and very well thought out in many ways!

In the SoD version, artifacts are disabled, which isn't great. In the latest WoG version, they're also disabled, but the author probably doesn't know about the WoG artifacts, and they can cause some unusual things to happen during the game. You can disable them either in the WoG menu or in the map, but only with a patch for the map editor (http://sites.google.com/site/sergroj).

I tried hard to find any inaccuracies, but I didn't find any...

But, for example, a telescope can be given as a bonus artifact, which leads to the early opening of the gates for collecting monsters. You can get some gold from the goblins and collect golems, and then you can get trolls and so on.

I didn't delve into the plot; I just glanced at the map.

For example, in the Dragon Utopia, the artifacts look so sad... just a few piles of logs or cleavers or scouting tubes or even resilient watchmen, although taking the Utopia wasn't probably intended. And it's strange that 10 archmages are guarding the Utopia when you can just walk up to it from above.

"Experiments" with the hero's transformation (more precisely, the monster representing the hero) are not new in mapmaking, but here it's implemented very well.

Two inaccessible events are located in the mountains, and, it seems, there's no Dimdoor or flight on the map. It's a small thing, but it's annoying.

The black market filled with piles of logs is also amusing.

Honestly, in my opinion, the linearity will be a problem for good map perception. I think the quests aren't very flexible, but I could be wrong. If it's an RPG, it definitely won't surpass Diablo, and it's not easy to make a good RPG in the Heroes format.

But the 3 endings were a pleasant surprise! It's very interesting. The only thing is, wouldn't it be easier to win if you choose the green dragon?

I found a bug that gives infinite money - near the hero Guild, there are 2 events with money, and they are infinite in terms of collecting money (re-visiting is not disabled), and the events leading to 3 different battles don't disappear; the text is constantly visible.

And there are also some minor things in the events - for example, the one in the thicket where the dragonfly is, it also doesn't disappear, but repeats constantly, and there are a few more like that.

Some events are impossible to find if you don't look in the editor (((

The event before the pyramid has a flaw - a lot of empty lines and its message has a large scroll.

I didn't like a certain inconsistency - the Magic Arrow can only be obtained after 33 fences, and it's also presented as "this is a very dangerous spell, oooo", but the Air Decan attacks with a chain... even the Mega Decan doesn't use combat magic, so it's a bit strange.

Thank you for the interesting map! It's a great map, but I advise you to fix it
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru

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