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Great_map_V1.0

#12
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13ga
I liked the map. It's well done, and compared to the latest ones posted here, it's simply excellent. However, there are certain aspects I didn't like. The garrisons separating the player from the center are significantly stronger than what lies beyond them. Consequently, breaking through the gates is like breaching a dam; the subsequent battles with neutrals become less important. There are too many obelisks. I didn't specifically go looking for them; it's too tedious. There's a lot of money (gold mines) with nothing to spend it on. I played as the Elves. I would have chosen Humans; I could have used them for training, and I wouldn't have spent much. As it is, buying artifacts above a certain level is pointless; retraining with a mentor is a negligible expense. The Necromancers are excessively strong. They have heroes with boosted stats from the start, and they have more troops than the player: three castles against one, with a significant advantage in the outer structures. As a result, winning against the Necromancer requires some degree of cheating. It would have been better to reduce the Necromancer's advantage, even if only in some areas.


Hmm... thank you for your feedback. In principle, I can make finding the Tear a side quest if everyone is too lazy to look for it. Battles with neutrals? Who needs them; they're just cannon fodder. But the neutral undead are quite strong – and that's the main point. Well, the Necromancers should have an advantage in their army (after all, they're just AI and often make mistakes), because by the time you fight them, your hero is also quite leveled up. Although, I could nerf one of them