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Bay of Destiny

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#13
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I'm glad you liked the map; I'll answer all your questions in order:
1. You're talking about the seams on the demonic land – that's not a problem; I'll use Mask to fix everything properly.
2. It's not a good idea to weaken the Guardians between worlds, because many people say that the neutral armies aren't very strong against the human armies due to the large bonuses. So, sorry, you'll have to deal with the demon lord in his own lair. And there are many ways to kill the aggressive phoenixes.
3. The fact that there are a lot of artifacts underground is a tactical move: it will be very difficult for the Dark Elves to defeat the demons, and the demons also need good armor. This is, so to speak, a kind of jackpot for the underground factions.
Besides, there are also very good artifacts on the surface, and if you don't like the items, there are three artifact shops. By the final confrontation, all factions should have some tricks up their sleeves.
4. Regarding the empty sea – well, besides another sunken Temple, I'm not sure what else I can add – I just want to convey the atmosphere of the North and make the sea wider. Although, I myself had to cross the sea very few times – only when chasing the main enemy forces. I need to think about this.
5. Regarding the heroes – I suggest doing this: we'll keep two unique heroes (i.e., from the scenario), and the third will be the player's choice.
6. Believe me, you'll need the resources at least to gather an army and build your cities (at least your own). For example, the Elves have expensive troops, there are many of them, and the cities need to be developed. In general, if you want, gather them; if you're just looking for a more or less worthy opponent, then you are the master of your own destiny. Personally, my demon gathered a formidable army of Elves and demons, and even a very strong Kurak with his bloodlust couldn't save him from painful losses. Thank you for your feedback; I'll take everything into account!