Posts from Fertile lands.
I played on the map against the AI. My impressions are mixed. I liked the work on the landscape – it's neat and beautiful in places. The neutrals are placed appropriately, guarding what they are supposed to guard. In terms of gameplay, the map disappointed me; the author's ideas were not clear to me. The stone mine is placed so far away that it seems like it's mining gold stones. The sawmill's guard is excessively strong. It's random, and sometimes such monsters appear there that it's easier to capture mines with rare resources than to capture it. This already makes the map very unbalanced for playing with different factions. It's unclear why all dwellings are random and don't match the chosen faction (in the first embedded picture of the map, there is somehow a correspondence). I didn't like the lack of choice for the starting hero. Despite the chaos and imbalances at the beginning of the game, it's not always possible to even crawl out of the castle with the first hero you encounter.
Since the map is technically well-made, I can only hope that the author will come up with more usable concepts in their next work.
Thank you very much for the detailed and constructive feedback. I consider most of your criticism to be quite justified, and I even agree with it. I'll try to explain why I made the map this way.
The fact is that I myself like to play on my own maps, and not just once, so I make the map in such a way that it pleases me. I like a long initial development in the early stages of the game with a severe shortage of resources, when it's difficult to gather an army to break through the next passage and I'm happy with every new building in the city that I manage to scrape together resources for. That's why some resources are located far from the city and are difficult to reach. I understand that not everyone will like this concept. There are probably people who, on the contrary, like to quickly build up their starting city and by the end of the second week, buy an army with dragons and go on the offensive. My map is completely unsuitable for those who like fast development. As they say, you can't please everyone. As for the randomness, I agree with you that it creates an imbalance. Why did I do it? As I said, I play on my maps several times. The first time, I play against the AI and at the same time, I identify all the errors and shortcomings. The second, and sometimes the third time, I play with friends. And it is important for me that when replaying the same map, the random generates completely different game situations for me. Therefore, I make as much randomness as possible. Regarding the choice of the starting hero, I agree again. Perhaps it would have been worth giving a choice to somehow compensate for the imbalance of randomness. Perhaps later I will make some changes to the map, taking into account the criticism, and upload a new version.
The thing is, I enjoy playing on my own maps, and not just once, so I create maps that I personally enjoy.
Your concept of slow development is quite playable. It’s great that there are also maps like this for variety.

I liked the map; it’s simple but enjoyable. The design is good, and nothing is jarring.
Slow and complex development is a good thing. It would be even better if it were a single-player campaign rather than multiplayer. In any case, good luck to the author; your approach personally appeals to me, and I give it a 5 out of 5.
Thank you very much for your feedback, Игрок4444. Unfortunately, I don't create campaigns; I don't really like working with scripts.
A good map, perfect for a quick 1v1 battle. It has everything I like about LifeForm's creations. 7.5/10 
P.s. The preview image is great!
A good map, perfect for a small 1v1 skirmish. It has everything I like about LifeForm's creations. 7.5/10
P.s. The preview is great)
Thank you, Sir Syddan.