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I played the map as Red and Blue. I don't have any good impressions, but perhaps the author will find something useful among all the text. I completed the Knight campaign in 51 days. The Red Castle's starting area is designed like a cage, with a complete lack of understanding of what a strategic game is; I agree with Antik. The player has no opportunity to develop the Castle or gain experience with the hero; the hero is only needed to press the "next turn" button. The hero offered to the player is extremely unsuitable for this situation. Elaine is the best Castle for supporting the Knight Castle, but she is not a fighter. If Lestos were used there – there is some option with agile units, but with such a microscopic starting area, he cannot be developed properly. The author should improve his knowledge of the Castle's characters. If you create such situations for the game, you need to consider which of the Knights can start from a "lying" position.
The one-way teleport is placed in a completely unfair way. It is one step away from the upgrade fort and two steps from the Castle. The player cannot see when the demon will appear, and when it does appear, nothing can be done. The demon instantly upgrades his army (all higher-tier units – the AI has plenty of money), and on the same turn, he can enter the unguarded Castle. Even if the Green player's turn ends, he blocks the only passage, and the player cannot return his hero to defend against the siege. There is no point in even trying to defeat the demon with a full army and a bunch of peasants in the field.
I played as Orc in 26 days; the other factions didn't have time to react. I played as Argath; the author's custom Orc received a dismissal immediately. It turns out that you can play as Blue on the proposed map with your left foot. They start with an enviable number of centaurs, and there are a lot of dwellings around. You don't need to develop your home Castle too much; the Orc has enough meat, and he doesn't need anything else to win. Half a thousand goblins can tear anyone apart. Half of the Orc's dwellings are placed poorly; caravans get stuck right at the outpost gates. Because of this, delivery takes half a week, and heroes cannot enter or leave.