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#36
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I played this map as Orcs. Not that I particularly like them, but I'm not very interested in playing as other races. The map is entirely geared towards Elves; they are in a league of their own. Humans also do quite well. I played the original version with two castles, and it was sometimes very interesting. (As a side note: it's best to indicate the version of the map, as it makes it easier to navigate. Accordingly, include a list of changes on the first page – not everyone will find them on page N of the forum. Heroist does this very well). If you play as Elves and Humans play as Orcs, the Orcs have almost no chance. The Elves thrive due to the number of castles, the growth rate, and the artifacts; even their outpost guards are the "strongest."
As is known, the smaller the space, the easier it is to catch fleas; therefore, for the first map-building experiences, you could choose a more modest map size.
The space turned out to be poorly planned; there is an entire area that is unnecessary to visit (in the screenshot from Juss456, about a quarter is not open; I have a similar situation).
In many places, the passages are narrow; two heroes or caravans cannot pass each other, creating a bottleneck.
The well (36,50) near the tomb is inaccessible (the starting area for the Orcs).
The guard near the thieves' den guards something unclear.
The Sphinx (for the Orcs) is in such an awkward location that it is of little use.
Having three heroes at the start is an excess, especially since you can pick up another one from the dungeon. Instead of Kujin and Gotai (?)- it would be better to start with one Argath.
Adding a city for the Orcs, in my opinion, is not beneficial. They have enough strength. I could only fully buy and upgrade all the troops after capturing the Dwarf and Human castles. That is, the Orcs have a big problem with money.
For the first experiences, the map is "passable," but it needs to be reworked seriously.