The Uprising
Author: Hans C.
Link: http://www.maps4heroes.com/heroes3/maps.php?keywords=The+Uprising&type=&size=&difficulty=&sort=3Genre: RPG.
The map language is English, but for sophisticated connoisseurs ;) there is a Chinese version.
Plot: An evil spirit has bewitched the King and the kingdom soon follows a path to destruction. Discontented rulers, outraged loyal generals, and restless population rise to challenge the despotic king. Who will be victorious and emerge as the new King?The story is based on a Chinese legend about a mad king who lost his mind over a beauty possessed by a demon. As a result, the kingdom fell into decay, some dissenters were executed, some managed to escape, and many began planning to overthrow the ruler.
Even before starting the Walkthrough, it is necessary to read the text file with the backstory included in the archive to understand who is who and who wants to kill whom for what. It will also be very useful to read the text file with the author's instructions and tips, especially regarding artifacts, bugs/glitches, and a possible problem with one of the enemy heroes.
I must warn you right away: there is a lot of text in the map, and it must be read! The messages contain not so much plot as information for the player. If the need to read and translate such a volume of text tires you, choose another map for now.
Topographically, the map represents a sea with many islands of various sizes. "To keep the crucian from dozing," enemy "pikes" of small and large "fatness" periodically swim out into the sea.
Disclaimer: IMHO
The review reflects my personal opinion, which may not coincide with yours.
Pros:
"Classic" style of execution, where you are not required to use any game bugs or convoluted tricks available only to pro-players.
For speedrun enthusiasts, a very fast completion is possible (I read about such achievements in the map discussion).
This map can be considered a manual for authors on how to instruct the player on what, where, and when they need to do. Instructions are given in small portions at the beginning of certain days and in designated places.
You can choose one of 4 colors and one of 5 races for play:
Red — Rampart,
Blue — Castle,
Brown — Dungeon,
Green — Stronghold or Fortress.
As the author assures, the forces of all these 4 players are carefully balanced, and you can even use the map for Multiplayer game, though you need to change the victory condition.
Despite the RPG nature of the map, you can use as many heroes as you like, and there will be work for all of them.
You can recruit defeated enemy heroes (and two are even highly desirable, which the author himself will tell you).
You can learn the necessary schools of magic in the Conflux without being dependent on chance.
Although the main stages of completion are predetermined and you will perform them in a specified order, you have a fairly large degree of freedom here.
The presence of "spare" passage guards in a couple of places prevents impassability if the player suddenly fails to defeat designated enemy heroes (they will flee or disappear).
The location of the Grail and the absence of obelisks* exclude the trouble of it being dug up by an enemy.
A pleasant and useful author's solution: "acceleration zones" (see tips).
Cons:
Although the author immediately states which skills are needed for the main and secondary heroes, the player must ensure they obtain them. In our lands, there are several scholars, witch huts, a university, and the author writes that necessary schools of magic can be learned in the Conflux, but it is important to do everything so as not to get unnecessary skills while obtaining the needed ones.
Of the many quests, most are optional. Generally, this cannot be unequivocally categorized as a disadvantage: depending on your situation and preferred plan of action, the map allows different options for obtaining some important things. You can exchange certain artifacts for spells or access to additional dwellings or other artifacts. It is only important not to rush the exchange until you have made your plan. If expressed in numbers, out of 42 seer quests, only 4 are mandatory. Out of 87 passage guard quests, 9 are mandatory (some "guard + scholar" pairs replace seers, the number of whom on the map is limited). And there are implicitly implemented quests: when approaching a temple, you are warned "want to learn the property skill for 2000 gold — go further." Therefore, the quest part of the map is, conversely, an example of how not to do it: without a Prospector, the player will simply "drown" in optional quests, not understanding what they need and where to get it.
Although the map is carefully debugged and tested and the author tells about possible difficulties and errors, the player still has the opportunity to use a known (non-dangerous) bug to keep the Sphere of Vulnerability for the final battle, which, by the author's design, should take place without it and should be very difficult.
And while studying one player's save, I came to the discovery of another (but not at all obvious) oversight by the author: a player can completely "legally" keep one Sphere by changing the order of some actions.
Regarding battles with enemy heroes: if "The Lone knight" had nearly a dozen unique and interesting battles where the right tactic had to be chosen for each opponent, here, given the necessary artifacts and spells, almost all enemy heroes are killed quite quickly and simply, and the last few opponents have almost the same artifacts: Cursed Armor, Sniper's Bow, and by the 3rd or 4th time you react in the vein of "this caviar again!".
Systematically recruiting trolls and thieves from dwellings scattered across the world is quite tedious, and this is a factor that prevents those wishing to complete the map very quickly (there are 5 troll dwellings in the surface and underground worlds and 1 thief dwelling in each).
Veils of darkness on enemies we cannot yet reach, primarily Orange in the center of both levels — that's quite an evil. Raids by Orange's heroes will become more frequent as time goes on, and they will tire you out on their own, plus these "upstarts" will inevitably activate veils when approaching Confluxes because that is how the author designed it: passage is only possible through them.
Information, tips, hints
(see supplement to the review)
Main stages of completion
(see supplement to the review)
Spoiler: how to keep the Sphere of Vulnerability for the finale?
(see supplement to the review)
About my Walkthrough
(very briefly - more details in the supplement)
I chose Castle (Blue) for play. We play as two sisters, daughters of the king, who were forced to flee the palace after the execution of their mother, the queen, on a false charge of treason. The girls grew up, underwent military training and are now ready to reclaim power and punish their mother's killers.
At the start, we have 2 towns with dwellings of levels 1-3, but without forts, and a total income of 1000 gold. Yes, the snail's pace at the beginning of the game is depressing, but you need to pass this stage to prove your ability to develop and fight.
On 3-3-1 I beat Sepfinorof, captured the Dungeon and
finished off Brown.
On 3-4-2 I began the invasion of the underground world.On 4-1-6 I finished off the last hero of
Red, and he disappeared.
On 4-3-4 I finished off Green.
On 4-3-7 I beat Tira.
Unfortunately, I was short a few days to reach the Academy Tower, but I will still be able to visit and obtain everything necessary near it. Moreover, I don't have the Alliance of Angels yet: missing Sandals and Necklace.
On 4-4-4 I captured the Emerald Tower and
finished off Turquoise. Entering the garrison, I was happy and laughed at the enemy's overconfidence: the city was completely without defense, while huge forces awaited my arrival and all these troops became mine: 164 titans, 328 nag queens and other creatures! Also, the Tower gave me a view of Purple Cephiro's Castle and Gen. Ascot sitting in it.
On 4-4-6 I beat Nella, and
Pink disappeared.
On 6-1-7 I beat Gen. Ascot.
Started digging in the tavern, striving to get this hero. A few minutes of mindless sorting and firing unnecessary heroes finally gave a result. Great: all fanatics and mages will become Wizards! Looked at his skills and decided out of joy to make him a second warrior hero, especially for beating Adele and Xeron. Unfortunately, he has no wisdom, but some high-level spells are written into his book by the author. This means that for battles with other enemies, he is, alas, unfit. But he will handle 2 battles where
strength is important.
Unfortunately, Tira never appeared in my tavern, so I'll have to do without snipers.
On 6-4-2 I finally beat Adele and Xeron.
Orange disappeared. Only Purple remains, occupying a small area in the northeast corner of the surface world.
On 7-1-2 I released Blue Leper.
On 7-1-5 Bloodruby passed through the monolith and dug in at Dark Sun. I had almost decided to use hit-n-run against her, but made several attempts to bring the villainess down in one battle. Finally, it worked, and I was able to resurrect everyone.
Giving 2 Spheres of Vulnerability to a seer, I received Angel Wings. Took the Tome of Earth Magic, got the 2nd set of Wings, freed Jass.
Dug up the Grail and installed it in my capital. Received azure dragons; captured azure dragon dwellings; exchanged extra (now) artifacts for additional level 7 troops. Jass received the Tome of Air Magic from a seer, making hit-n-run possible.
Trying to hit Wickedwig with Jass, I saw that she is now killable in one battle (without the Sphere of Vulnerability, I gave them all away).
On 7-2-6 Wickedwig was defeated, and I was declared the winner.
Result: 181 days, 494 points.
Out of curiosity, I looked at how a battle between Shana-Shana and Wickedwig would go with the same troops and artifacts. Although she bypassed all boosters and received skill bonuses from seers, her skills even with the Alliance of Angels were still 87/89/80/86. And Wickedwig crushed her.
Summary: pure IMHO
Summarizing after completion, I can say this.
Although the map has enthusiastic fans and is indeed quite good, personally I have mixed feelings. I feel some disappointment: I expected more; I liked the map significantly less than "The Lone knight" by the same author. The quest part is weak, the combat part is average. The difficulty of battles depends more on when and with what troops you fight the enemies. I liked the stage from the very beginning up to the showdowns with Orange's main bad guys the most.
First and foremost, I would like to eliminate the ambiguous situation regarding the use of the Sphere of Vulnerability in the finale: if it's forbidden, then forbid it, and let all players be on equal terms! Surely, a speedrun without the Sphere will stall before the last battle. As far as I know, two players definitely used it against Wickedwig. It would also be better if one could
sell unnecessary artifacts rather than exchange them for something with seers or sacrifice them at the Altar (the only Artifact Traders are in the Academy Tower, which not everyone reaches in time). And it's better to remove Veils of darkness from Orange.
Alas, contacting the author is currently impossible (Aeris already wrote about this in the comments).
I think that one day I will still try to start his "Eternal love" map to form some own impression of it. If the beginning doesn't repel me, maybe I'll complete it.