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Completed the map in 69 days, on "hero" difficulty. Encountered a bug in the quest to learn "dark magic." It was credited upon obtaining "subjugation," but my main hero didn't know all the spells of that school by that point. Now, about my overall impressions of the map. I liked the concept. I enjoyed the map's dynamics until I hit the development limit. After reaching it, it became clear that there was nowhere else to grow; parameters don't increase in any way, and very few artifacts are given – the game transitioned into an unappealing mode of simply accumulating an army. Good work on the terrain – I liked the design. The approach to caravans could be refined. Currently, due to the large number of gates and, most importantly, the long bridge to the Necropolis castle, there are constant traffic jams. I didn't like the abundance of mutant heroes. It's like some kind of Chernobyl zone; horned dogs are constantly crawling out. Moreover, their appearance is not justified by the scenario. Why couldn't the heroes have skills that are racially inherent to them? Most of the scripted battles were not enjoyable. The battle with the Guard was well done. The battle with Groll, the monk at the teleport, was okay. The same monk, the second time, named Schultz – it was boring. I switched from undead to a human army, and the battle was a one-sided affair. The battles with Glen and Jazbet are based solely on numerical superiority. If my hero has a lot of units, the losses will be small; if not, they will be large. There's nothing to think about here; you just have to rush in. It's tedious. The final battle… If I had known it would be like this, I wouldn't have even started the map. It's a phenomenal letdown. The map only gives you "dark magic" spells, so the hero has no other way to develop (plus the development ceiling), and then Randall arrives with a full set of dwarven units and a barbarian skill that counters dark magic. The author makes an offer that is impossible to refuse – a comparison of army size. So, the archpriest has two schools of magic, a special unit, a lot of mana, and 2,000 armored units. With a single "divine vengeance," he can destroy 2-3 necromancer armies. It's impossible to fight him in the field, and in the castle, you have to turn the battle into a tedious, drawn-out affair. If you don't want to fundamentally change the archpriest, then at least give access to spells from all schools, add a "wish" spell.
P.S. In "The Empire of the Unicorn," a similar confrontation between the "light" and "dark" schools is implemented in the final battle of the 4th map. But that, as they say, is a completely different story.