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Name: Avatar. The Legend of Vanj Map name: Avatar.The legend of Vanj Underground level: Yes Map size: M Map difficulty: Normal Author: WorldMaster Players: 6 Human-controlled: 1 Description:The time has come for a new avatar. The great spirit of light, Ravva, has chosen an heir to the Vanj dynasty. You decide which of the contenders will be the new avatar. The red player is a fire mage, the cyan player is an air mage, the blue player is a water mage, and the purple player is an earth mage. Choose the heir and lead him on the path of the avatar...
The idea is great. But there were some pitfalls. I started with Fire. Very close to the starting castle, I was offered a choice between a Wood resource or a Wood Camp. I chose the Wood resource. I thought it would give me a good start, and there are sawmills on the map, so I wouldn't need the Wood Camp later. A week later, after fighting my way through the neutrals, I found out that the Wood Camp is a necessary artifact for further progress. I restarted the game.
I chose Earth. I did everything in my territory. The Avatar told me to approach his Temple near the Red faction. I approached, but nothing happened. However, I discovered that I could approach the Keymaster's tent without fighting the dragon guards. I moved on to the Air faction. Some shrines are active for the quest, and some are not. Here, I can't avoid the tent's guard; there are hundreds of mantises, and my hero has already reached the development limit – level 25. So, I would just have to sit and accumulate troops for months. I ended the game at that point.
And some other minor things. The Phoenix Nest on the Fire faction's territory can be captured from the Earth faction's side.
Events for the Red faction that cannot be disabled after activation. Trolls attacked four times in a row, and Orcs attacked four times as well. The Combat Training Hut near Sozin's Fortress told me that I was too strong for the battles and gave me +10 to attack and defense. It gives the bonus every time I approach. However, it disappears after the battle.
P.S. I checked in the editor. It's clear why the quests for the Air faction aren't working. Not every event on the map has a trigger assigned to it. For example, the Gargoyles near the Fiery Mountains and the Wolf Forest have nothing assigned.
Hello, Irina19. Thank you for the detailed description of the bugs you found.
Indeed, the fire-air-water-earth-fire cycle was broken in the fire avatar temple, which is why the storyline didn't continue. I've fixed it. I've also strengthened the guard of the red tent. The "free" cart with wood doesn't affect the storyline; if you refuse it, you can create a new one in the goblin arsenal later. The phoenixes were designed this way to weaken the "computer-controlled" red player. I'm still investigating the trolls; it shouldn't repeat. There were no restrictions on the orcs repeating; I've added one and will be checking.
In the lands of air, I've activated the quest in the Wolf Forest; I didn't find any other empty triggers. I gave the map to someone for testing – starting with fire, it's unclear how the player was able to progress with the air quest skipped... now everything should work – you complete the quests of the tribes, receive a blessing, and activate the air altar.
Thank you again for your diligence and patience. I apologize for the shortcomings.
Just a couple more words. For the sake of completeness, I also played a bit with the water faction.
1. I also managed to reach the blue tent without a battle.
2. The air faction has a way to reach the water faction. I saw them at point 52-82, they somehow slipped past the ballista factory. There they summoned a ship, and now they are in my lands.
One could list for a long time what's wrong with this map; to start, it's simply impassable. I played as the Earth faction. One of the quest huts, necessary for completing the game, is located on water, and there's no way to reach it. All the elemental magic teachers only taught me Nature magic! The messages are written terribly and are funny to read due to the abundance of typos and the lack of punctuation. Many scripts work poorly. The balance is simply awful; 25 squires are trained into Crusaders for next to nothing! To complete the game, you have to go through all the teachers of the magic schools, but after the first cycle, the difficulty is almost non-existent, and you just flounder in this mess of quests and broken scripts with zero sense of direction. The glowing circles don't disappear, which constantly makes you feel like you've missed something, or maybe that's how it's supposed to be.
From a lore perspective, it's also quite absurd. Sozin's city exists thousands of years before Sozin, an avatar conquering other elements before merging with Ravva, breaking the fourth wall for a strange joke (Chubais? Seriously?!).
In short, the map is a raw, unfinished mess that the author didn't even bother to play through even once properly; otherwise, he would have noticed at least some of the numerous problems. It cheered me up, but only with its spontaneity and clumsiness; well, the design of the locations is still not bad, I suppose. But overall, it's a rare example of shoddy work. 5 for the idea, 1 for the implementation.
P. S. It's funny that no one else pointed out these obvious flaws; it shows how "many" people actually play what they upload here.