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To avoid cluttering the thread "The most difficult maps for you" with discussions about maps that clearly cannot be called "very difficult," I decided to create this topic. In it, I will talk about various interesting custom maps that I have completed, and I suggest you do the same. Here, we can discuss the difficulties encountered during gameplay, ask questions, etc.
And to start, I want to briefly tell you about a map whose walkthrough I finished today: "Darkness Attacks."
This map is XL in size but does not include a Dungeon. There are 5 warring factions; the enemies are Necropolis and Stronghold, and we play as allies with two other races, having the option to choose any of them: Castle, Rampart, and Tower.
Features of the topography: the map is very simple; there are only 5 zones, corresponding to the number of opponents. At the borders stand border gates of three colors, and on each ally's land stands a tent of the same color. From their own territory, everyone goes through the gate into barbarian territory, and from there, through the second gate – to the necromancers. The good news is that the enemies cannot come to us. The bad news is that all conditions have been created for the necromancers to gather a huge army and gain strong upgrades. Regarding what "every hunter wants to know":) Flying and Dimension Door are prohibited, but fortunately, Town Portal is available. However, it’s not that simple: it is forbidden in the Guildhalls of magic cities, and the only way to learn it is to complete the quest of the Seer (there is one on the land of each ally and enemy). Flying, by the way, is also possible, and not in the city: on the barbarian land stands a Scholar, ready to teach it, but he is guarded by 500 Titans, who also have Titan Roar!
After thinking about it at the beginning, I figured that I play Castle and Rampart relatively well anyway, and I had recently played them, so I will choose a more difficult option, i.e., Tower. In my opinion, the greater difficulty of playing as Tower lies in its greater dependence on resources, the relatively low maximum speed of units (11), which should play a role in clashes with necromancers, and the comparatively weak flying units (gargoyles and djinns).
From the very start of the game, I was convinced of the correctness of my assumptions: starting on impossible difficulty without resources here greatly delays construction and development, which means that mages are very weak for some time and lag behind in development compared to AI allies, who "have everything." :( However, friends do not forget about us and occasionally throw us bones from their table.:)
Our and allied starting heroes set a certain tone for the game: Jela, Dragon, and Roland. Dragon is, of course, my favorite when playing as Castle or Tower, but at the beginning, he only has 2 wizards, and almost everywhere there are monsters, and it turns out that every pile of wood and every mine has to be conquered. Artifacts are also available, and they are also guarded.
Thus, I developed quite slowly for a long time. The allies were the first to reach the barbarians and began fighting them. The barbarians were both ignorant (magic up to level 3) but strong and numerous.
When I finally reached the barbarians, I first headed towards the Cartographer, who was guarded by a couple of dozen Hydras. After destroying them, I saw that this operation brought much more benefit than I expected. True, the ground cartographer only revealed to me the lands of the allies and barbarians, which were already almost completely open at that moment; the necromantic possessions still remained hidden in darkness. But I took the Tome of Fire Magic from the hydras! At that time, I already had one, obtained in battle on my land, but it could not be allowed to fall into the hands of the barbarians!
Dragon's development went well: he learned all schools of magic and effectively used advanced magic, including Berserk. There was even an excess of Literacy: it was as many as 3 heroes, including Dragon! I kindly passed on my knowledge to the allies. They, by the way, did not interfere with me in any way, and were quite strong, and safely lived until the end of the war.:) I defeated the main barbarian, Tiraxor, myself. After defeating the greenskins, we and our allies entered the undead lands. Thanks to the participation of friends, the finale came rather quickly. Contrary to fears, only one main necromancer, Nagash, turned out to be strong enough. I prudently doubled my mana reserve by drinking water from the Magical Fountain and attacked Nagash. There was enough mana both for combat actions and for resurrecting the dead, so in the end, I achieved a "clean" victory!
The only thing that upset me: the Grail remained lying in the ground, and I already knew exactly where it was, and two of my heroes arrived there, but there weren’t enough days left for excavations: the last miserable necromancer attacked the city where the garrison was stationed and died ingloriously, and they announced my victory.
Therefore, the result in numbers is not very good: victory on 5-4-5 and 432 points. But now I can say for sure that playing as Castle or Rampart would have led to victory much faster.
P.S. It was during this map walkthrough that an incident occurred about which I wrote in the HD mod topic: a bug with changing the color of an ally's city after an unsuccessful attack by an enemy. I will add that I attacked this enemy without troops a couple of days later... and received half a dozen useful artifacts.:)
I also got lucky twice: once when 14 archdevils joined me (they gave Dragon speed 17!), and the second time I met the necromancer Septienna in the tavern, who was no longer a beginner, and hired her. She helped "clear" her native land while Dragon fought far away, and gradually gathered a decent number of skeletons and "leveled up." And then I assembled the Necromantic King's Cloak, and she started "cutting down" liches!
And another moment that amused me: the necromancers found out where the Grail is located... but for some reason they were digging in the wrong place!
And to start, I want to briefly tell you about a map whose walkthrough I finished today: "Darkness Attacks."
This map is XL in size but does not include a Dungeon. There are 5 warring factions; the enemies are Necropolis and Stronghold, and we play as allies with two other races, having the option to choose any of them: Castle, Rampart, and Tower.
Features of the topography: the map is very simple; there are only 5 zones, corresponding to the number of opponents. At the borders stand border gates of three colors, and on each ally's land stands a tent of the same color. From their own territory, everyone goes through the gate into barbarian territory, and from there, through the second gate – to the necromancers. The good news is that the enemies cannot come to us. The bad news is that all conditions have been created for the necromancers to gather a huge army and gain strong upgrades. Regarding what "every hunter wants to know":) Flying and Dimension Door are prohibited, but fortunately, Town Portal is available. However, it’s not that simple: it is forbidden in the Guildhalls of magic cities, and the only way to learn it is to complete the quest of the Seer (there is one on the land of each ally and enemy). Flying, by the way, is also possible, and not in the city: on the barbarian land stands a Scholar, ready to teach it, but he is guarded by 500 Titans, who also have Titan Roar!
After thinking about it at the beginning, I figured that I play Castle and Rampart relatively well anyway, and I had recently played them, so I will choose a more difficult option, i.e., Tower. In my opinion, the greater difficulty of playing as Tower lies in its greater dependence on resources, the relatively low maximum speed of units (11), which should play a role in clashes with necromancers, and the comparatively weak flying units (gargoyles and djinns).
From the very start of the game, I was convinced of the correctness of my assumptions: starting on impossible difficulty without resources here greatly delays construction and development, which means that mages are very weak for some time and lag behind in development compared to AI allies, who "have everything." :( However, friends do not forget about us and occasionally throw us bones from their table.:)
Our and allied starting heroes set a certain tone for the game: Jela, Dragon, and Roland. Dragon is, of course, my favorite when playing as Castle or Tower, but at the beginning, he only has 2 wizards, and almost everywhere there are monsters, and it turns out that every pile of wood and every mine has to be conquered. Artifacts are also available, and they are also guarded.
Thus, I developed quite slowly for a long time. The allies were the first to reach the barbarians and began fighting them. The barbarians were both ignorant (magic up to level 3) but strong and numerous.
When I finally reached the barbarians, I first headed towards the Cartographer, who was guarded by a couple of dozen Hydras. After destroying them, I saw that this operation brought much more benefit than I expected. True, the ground cartographer only revealed to me the lands of the allies and barbarians, which were already almost completely open at that moment; the necromantic possessions still remained hidden in darkness. But I took the Tome of Fire Magic from the hydras! At that time, I already had one, obtained in battle on my land, but it could not be allowed to fall into the hands of the barbarians!
Dragon's development went well: he learned all schools of magic and effectively used advanced magic, including Berserk. There was even an excess of Literacy: it was as many as 3 heroes, including Dragon! I kindly passed on my knowledge to the allies. They, by the way, did not interfere with me in any way, and were quite strong, and safely lived until the end of the war.:) I defeated the main barbarian, Tiraxor, myself. After defeating the greenskins, we and our allies entered the undead lands. Thanks to the participation of friends, the finale came rather quickly. Contrary to fears, only one main necromancer, Nagash, turned out to be strong enough. I prudently doubled my mana reserve by drinking water from the Magical Fountain and attacked Nagash. There was enough mana both for combat actions and for resurrecting the dead, so in the end, I achieved a "clean" victory!
The only thing that upset me: the Grail remained lying in the ground, and I already knew exactly where it was, and two of my heroes arrived there, but there weren’t enough days left for excavations: the last miserable necromancer attacked the city where the garrison was stationed and died ingloriously, and they announced my victory.
Therefore, the result in numbers is not very good: victory on 5-4-5 and 432 points. But now I can say for sure that playing as Castle or Rampart would have led to victory much faster.
P.S. It was during this map walkthrough that an incident occurred about which I wrote in the HD mod topic: a bug with changing the color of an ally's city after an unsuccessful attack by an enemy. I will add that I attacked this enemy without troops a couple of days later... and received half a dozen useful artifacts.:)
I also got lucky twice: once when 14 archdevils joined me (they gave Dragon speed 17!), and the second time I met the necromancer Septienna in the tavern, who was no longer a beginner, and hired her. She helped "clear" her native land while Dragon fought far away, and gradually gathered a decent number of skeletons and "leveled up." And then I assembled the Necromantic King's Cloak, and she started "cutting down" liches!
And another moment that amused me: the necromancers found out where the Grail is located... but for some reason they were digging in the wrong place!