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7 years ago
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Suddenly realized that I can't clearly explain when the computer-controlled opponent leaves the castle and when it doesn't, and consequently, when it breaks through using a teleport/clone, and when it only breaks through using a force field. Typical situation: the computer-controlled opponent has dragons/phoenixes, archers with no shots/blinded/forgetful, and no mana left, and no archers of its own. What will the enemy flying units do?
In reply to Fee
7 years ago
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Fee
I suddenly realized that I can't clearly articulate when the AI will leave its Castle, and when it won't, and consequently, when it will break through using a teleport/clone, and when it will only do so through a force field.
Typical situation: the AI has dragons/phoenixes, archers are without shots/blinded/have forgetfulness, the AI is out of mana, and it has no archers of its own. What will the enemy flying units do?

There are no clear rules. From my experience, the following factors influence this:
1) The composition of your army: if there are no flying units and archers, the AI will definitely not leave.
If there are very strong and dangerous stacks, for example, gray bears, the AI will delay leaving.
2) The composition of the AI's army: if there are archers, it will likely stay in the Castle, unless you have an advantage in archers.
If the AI has only flying units, it will definitely leave.
3) The ratio of your archers to its archers. The more the AI has, the more likely it is to stay in the Castle.
4) Whether the AI has a tactic. If so, and it is stronger, it will likely leave the Castle to attack.
5) The archers of the AI running out of shots, forgetfulness, or blindness affecting its archers. If you have an advantage in archers, the AI will leave.
6) What spells you and the AI have. You can see in YouTube tests that even with equal strength, the AI may leave or not leave. It all depends on whether the AI has, for example, an "Explosion" spell, or you do.
7) Traditional Chinese strategy: if you only have summoned elementals left, the AI will not leave. You can do whatever you want with magic.
8) If your flying unit enters the AI's Castle and is not killed, for example, it gets stuck in a corner near the archers, the AI will definitely leave.
9) And whether the wall in the Castle has been broken or not. If so, leaving/exiting is almost guaranteed.
That's all I can think of for now. Also, from personal observations: Inferno and Castle factions tend to stay in their Castles more often. Also, if your army consists of archdevils and/or vampires, you have no archers, and the AI has faster units, it will also not leave, even if you cast mass slow on them.
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7 years ago
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Yesterday, I noticed a nuance that might affect the walkthrough of some RPG maps. I don't remember if anyone has mentioned this before, so I'll write about it.
With HD+ and SOD_SP enabled, I attacked a Naga bank and received 8 dragon stones and 4000 gold. I remember that there should be sulfur there (I thought I was playing with my customized SOD_SP options, where the gameplay is as close as possible to the original, but it turns out I missed something). I disabled HD+ and SOD_SP, attacked the bank again, and received the same 8 dragon stones and 4000 gold.
Therefore, either HD+ or SOD_SP affects the contents of the banks even at the stage of launching the game and generating the initial save! So, you need to think about which options to start the game with and choose the option that is necessary for this map and your walkthrough plan at this stage! Enabling/disabling these options during the game will no longer affect the contents of the banks.
In the SOD_SP options (SoD_SP.ini file), I found the following, confirming my assumption:
# Naga Banks provide Sulfur instead of Gems. Requires New Game to take effect.
NagaBank = 0
That is, to make the Naga bank give sulfur, you need to set NagaBank = 1 before starting the game.
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7 years ago
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Recently, I saw something like this in the chat during a stream: a screenshot. Does anyone know where I can find something like that? Maybe in HOTA?
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7 years ago
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Marmot
Recently, I saw this in the chat during a stream from one of the viewers: a screenshot.
Does anyone know where this can be found? Maybe in HOTA?
It seems like this is a SOD_SP function.
In reply to Dirty_Player
7 years ago
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Map: Bloody Fight Bloody War
Author: 我是一个大色狼
Translator: Richard Chen
You can find it here: http://www.mediafire.com/file/fy88vgxcx64on5f/Bloody_Fight_Bloody_War.h3m/file

Walkthrough Overview

Richard Chen, well-known in certain circles, posted a new map by his friend on his YouTube channel in the "messages" section, which Richard Chen has just translated. Bloody Fight Bloody War is not a difficult map; I decided to play it out of curiosity.
The description says that all the cities on it are 100% built (except for some forbidden buildings), all magic is forbidden (but this is not entirely true: 5-7 spells can be retrained from the native spells of the heroes), neutral troops are enhanced, and many heroes are locked in prisons.

Start. You can choose any type of Castle to start with. I chose the most dynamic one, as is often the case, the Rampart. Plus, they have the opportunity to free Gelu and turn all the Elves into snipers.
Each race is located on its own island, where there is an opportunity to conquer 4 castles in addition to the 1 starting castle.
There is indeed no magic in the castles or in the scrolls, but you can retrain Slow, Shield, Stone Skin, Curse, Haste, Heal, Clairvoyance, and View spells, as well as Summon and Flood Ship, although they are located in only one place on the map. You can gain some advantage. Although, battles still come down to "wall against wall." Heroes with elemental magic are completely banned, and elemental magic is also banned as a secondary skill. Therefore, the secondary skills of the heroes are the same: Logistics + Pathfinding, Attack, Offense, Tactics, and Archery. The other 2 skills can be mixed: Morale, Luck, Ballistics, Navigation, etc.
The author's idea for the map: to develop on your own respawn, capture and have a total of 5 castles, get additional troops, and then go to the opponents and take them out one by one.
However, as in my playthrough, the stage of clearing your own and the computer's respawns was skipped, and the expansion began immediately.

1st week. Richard Chen writes that "the first time I played this map, it took me more than 3 months to clear my region." I decided to try to complete the map as quickly as possible, WITHOUT USING the trick of dismissing and hiring heroes on the same day.
Therefore, I immediately had to create several main heroes: definitely all the "caught" Logisticians (Kirr + Gunnar), Mephala, Gundula, later the freed Gelu, Orrin, Tazar, Mullich, etc. It will not be possible to highlight one main hero; they all leveled up simultaneously.
On the starting respawn, I decided not to clear everything подряд, but only to free the Elf external dwellings to create a strong ranged stack, and also to level up at least the starting heroes and capture as many castles as possible.
On day 117, I had 3 castles, 3 Elf external dwellings, 2 Unicorn external dwellings, a hero landed on the water for scouting on the water + capturing as many beacons as possible.

Expansion. It was immediately decided to pay a visit to the brown player with the Titans. 123 – landing on the snow respawn, 126 – brown is killed. He managed to capture only 2 castles; it was decided to ignore the other 2 and go to the next computer – the swamp dwellers.
The increase of 2 Titans was divided between 2 heroes with Navigation, and they cleared the entire water respawn with the Titans in a couple of days, visiting all the available beacons and collecting more than 100,000 gold. This made it possible to buy out all the forces from the castles.
131 – landing near the pink swamp dwellers, 134 – pink is killed, 3 castles were obtained; it was also decided to leave the 4th castle to the neutrals for now. Our army at this point consists of 8 gold dragons, 2 azure dragons (from the box), 168 snipers. At the same time, on the starting respawn, it was possible to assemble a second army from the Conflux: 9 gold dragons, 100 snipers, 158 improved unicorns.
Without delay, the forces were immediately regrouped and sent to the human lands. 136 – Gunnar lands, 137 – captures the 1st castle, and 141 – the 2nd. This is enough to hold the computer in the other two castles, as they are protected by a powerful garrison of archers, which we cannot handle yet. The combined army at 141 consists of 2 azure dragons, 7 archers, 20 gold dragons, 164 improved unicorns, and 260 snipers.
144 – capture of the island with the Conflux castle and landing near the barbarians. 147 – the tea-drinking barbarians are defeated, 5 castles are captured. There is more than 300,000 gold. On day 211, the longest chain of 9 heroes through the entire barbarian respawn was activated, capturing dwellings, libraries, an artifact, and transferring the army to the water, and then – landing on the Inferno lands. At the same time, 2-3 heroes also roamed the human respawn. As a result, from 12 to 16 heroes roam per day, transferring the army from one end of the map to the other.
So, 211 – landing near the green Inferno, 214 – all the Inferno castles are captured, and almost all the heroes are defeated. 1-2 stragglers remain on the water, but we don't waste time on them.
215 – landing on the lands of the orange Necropolis. Our forces: 2 azure dragons, 86 gold dragons, 238 improved unicorns, 621 snipers (!), 460 centaurs, and 26 pegasuses – for a feast. 217 – the orange is defeated.
221 – landing near the purple Dungeon, 225 – all the Dungeon castles are captured, a couple of stragglers remain on the water, but we skip them for now.
We return the army to the human respawn and on 231 break through the red garrison and defeat the red.
232 – the last purple is killed, the map is completed.
Perhaps someone will say that there is no enjoyment in completing the entire map, but I did not plan to get anything special, since the respawns and artifacts are similar, so killing neutrals with superior forces is not very interesting.

Conclusions about the map.
1) the map does not offer any special tricks; just gather your forces and go to war.
2) complete freedom of action on the map: you can clear your own respawn, or you can go straight to the enemies,
3) the map will appeal to those who want to play a combat map filled with action "while drinking beer," without bothering with Chinese strategies,
4) as I said, there is almost no magic; everything is based on forces, so Logisticians, attack, and defense specialists are a priority.
Experienced players may find the map very simple, even too simple. Having enough online experience, you can easily complete this map. The main thing is to calculate the movement of your players and divide them for moving players, given the absence of a town portal (in general, it is on the map, but I did not reach it). 20% of the map remains unexplored by me.
A drawback of the map is that if you complete it so quickly, due to the same starting opportunities, the computer will clearly lose to you, both in pace and in manpower.
Also, when completing the map quickly, you can completely ignore tents, guardians, quests, etc. It is enough to take your forces on the starting respawn from the Conflux and not let the computers do the same.
I will not give a rating to the map; let it be a prize for the audience's sympathy.
I am attaching the map.
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7 years ago
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Fee
Suddenly realized that I can't clearly explain when the computer-controlled hero leaves the castle and when it doesn't.
Yesterday, although with a significant delay, I watched these valuable educational videos from Dandy:
[Heroes 3] University: Lecture 1. Sieging a City
[Heroes 3] University: Lecture 2. Using Computer-Controlled Hero Priorities on the Battlefield
The first one discusses how the AI decides in battle: whether to leave the city or not.
Dandy promises to continue the series, so check out his channel.
In reply to Marmot
7 years ago
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Hello everyone. I've encountered a strange problem: I started the map "Metataxer's Revenge" and am reading RoseKavalier's walkthrough. In it, on day 117, he suggests giving Vertigo and a ballista to the computer so that on day 121, you can buy him back in the tavern along with the ballista, as it is set in the hero's settings for the map, and he will return with it in any case. However, in my game, he returns without the ballista, only with the enchanters. I've already tried disabling HD+ and just running the game without it – it didn't help. I opened the map in the editor – the hero does indeed have the ballista. Can anyone tell me what might be wrong?
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7 years ago
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Someone mentioned that the appearance of a war machine in the tavern for a hero is as much a matter of chance as the appearance of one of the creature stacks. Even if the hero is a specialist in ballistas and we expect him to have one, it doesn't always appear. But this is specifically at the start of the game or when the hero first appears in the tavern. And if the hero has already been in battle and lost or fled, and then appears in the tavern, then if the ballista was destroyed in battle, it probably won't appear on its own (unlike the catapult, which will always appear, even after it has been destroyed). This needs to be verified with tests.
6 years ago
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A long time ago, I saw on this forum that there are much more complex and expanded versions of the "Dragon Slayer" and "Armageddon's Blade" campaigns. Can anyone provide more information?
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6 years ago
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Obi
A long time ago, I saw on this forum that there were much more complex and expanded versions of the scenarios "Dragon Slayer" and "Armageddon's Blade." Can anyone tell me about them?
On page 136, there was a discussion with links.
6 years ago
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Finally finished my own map, inviting everyone to try playing it:
http://heroesportal.net/maps/view/4284
The map is size S, quite easy, except perhaps for two key battles; it can be completed relatively quickly.
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6 years ago
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Genre: RPG.
Actual Difficulty: Moderate (below average). There are practically no long or difficult battles here, but you often need to figure out how to conduct a fight to win without taking losses.
Description: After it's destruction many years ago Hell has risen again and now threatens to destroy all other realms. Stop Hell before it's too late.
A map with a large number of tactical battles involving very small armies, either without magic or with single spells. For a long time, we will face severe restrictions here: almost nothing can be built in cities, and troops can be recruited in very few places. At the same time, the author warns that it is necessary for battles to occur without losses or with single casualties, especially regarding archangels and snipers. Later, managing troops becomes easier, but you must always protect them.
Almost all the time, 2 heroes (Astral and Leon) move forward; others wait in place for their arrival, which is quite far off. A couple more heroes complete their tasks and then also wait. Soon, and up until the finale, Leon becomes the main hero. His specialty is snipers, while his assistant's specialty, Leon's Soul, is Wizard. By the way, in the discussion, I saw that one player used the elven queen Queen Sarna as the lead, but since she has neither wisdom nor earth magic, this is a very bad decision! Because of this, he played for a very long time, suffered heavy losses, and by month 34, he was only just fighting Xiaxoxexuxy.
Experienced players will see that some battles are based on similar fights in the maps "Metataxer's revenge" and "Ira the mage," but it won't be as difficult here as it was on those maps.
Attention! Once (on 5-1-5) I started the game without HD+ and SOD_SP and ended a turn... the game froze (on Purple's turn), and I had to force close it. Therefore, use the HD mod with enabled HD+ and the SOD_SP plugin for this map walkthrough.
Pros:

The map is very carefully thought out.
The author provided 2 different plot lines that branch at a certain point (closer to the finale). However, there is a downside to this: see cons.
There is little text, and reading it is not tiring.
The author provides various useful tips in some places.
The author maintains feedback with players in the discussion, promptly fixing identified flaws and simply helping in difficult situations.
The way player heroes obtain certain high-level spells—Resurrection, Town Portal, Explosion (they are unexpectedly given in shrines)—is originally implemented.
The design is pleasing in some areas: for example, the forest fire. A couple of images not available in the standard editor were used (witch's hut, magic school).
Cons:

Tactical "micro-battles" with heavy restrictions on troops and spells are interesting for a while during the initial period of the walkthrough, but here they go on and on... Only later does Leon become stronger as a mage and be able to resurrect all or almost all in one battle. And what I personally would change first: let Angelena and Leon's Soul complete their trials at the very beginning of the game. And let Angelena then return to her domains and continue gathering troops from external dwellings. But here, on the 5th month Angelena, and at the end of the 6th month Leon's Soul, must go through several tactical "micro-battles" that we could have long forgotten about.
For a long time, you see troops increasing in cities but cannot take them because Town Portal is not "allowed" for you until almost the end. Because of this, one has to travel back and forth across the map multiple times with 1-2 heroes, and the walkthrough becomes long primarily because of this.
The most serious complaint to the author is the lack of thought in the path between West Pomorie Castle and East Pomorie Castle. Kolotok found that by maneuvering, one can slip past Xixaxoxexuxy and take the Sphere of Vulnerability before fighting him. Additionally, you can run to Baradia and Ragnar Castles and collect the accumulated troops there also before this fight. Although this is not mandatory and I didn't do it. But if you can, you will significantly ease and speed up the walkthrough.
A separate dislike from me to the author for the trick with the seer giving a phoenix: I didn't see him on the map even after kolotok wrote about him, and only Prospector helped find where he was (cell 115,99,0), and then I found out why I didn't see him: the hut looks like mermaids. I consider this a foolish joke. However, missing him is not a serious problem since we will get phoenixes much later.
The ability to choose a plot line seems good, but the choice must be made when it's still unknown what lies ahead and what the difference is. You hope that the author isn't "evil" and any option allows for successful completion. Fortunately, both options allow victory (but one plot choice is correct, as stated in one message before the finale).
The Sphere of Vulnerability is used here initially only as a "key" for a passage guard, and twice at that. Why not some kind of trinket?
I also didn't like the "joke" with the Grail (the point is that there are 2 obelisks you will never reach, and a certain figure on the terrain indicates the location of the Grail).
The task to exchange 231 peasants for 3 archangels. Look at where the peasants are and where the seer is, evaluate the distance and time, the need to pass peasants from Astral to Leon instead of more valuable troops, otherwise the peasants will be lost... However, this task is not necessary, and peasants aren't needed anywhere else.
About my walkthrough

On 1-3-5 Green disappeared from the map.
On 2-1-1 Astral defeated black dragons, visited a mage's hut, and opened the view of several places through the eyes of a mage. This is very important, as only after this can Leon walk on water north of Black shores Fortress.
Before the blue gates, the author wrote in a tip: Astral must meet Leon, and then Astral will be killed by a demon (Xixaxoxexuxy). The meeting of our heroes is necessary, otherwise the map cannot be completed.
At the meeting place, Leon receives a message from Astral indicating where to go next: through the yellow monolith on an islet to the wizard Zentimo.
On 3-3-3 Astral transferred all his troops, artifacts, and spells to Leon. Leon headed back.
On 3-3-4 Xixaxoxexuxy killed Astral.
On 4-1-1 we are informed that a large army of demons landed on the shores of Old Valensia. On the same day, I easily killed Xirera and captured the Rampart belonging to Purple.
The next day Leon met Queen Sarna, taking the Necklace and snipers from her.
From the seer, Leon received experience; in the city, he learned spells and bought troops. Then he headed toward the guard on the southwestern border.
On 4-1-7, a Purple demon Xocalypto suddenly appeared on lava from the west and got into a boat.
On 4-2-2 Xocalypto landed on the shore before the purple gates.
On 4-2-3 I attacked Xocalypto myself to prevent him from bypassing the upgrades and looting the warriors' graves. After several attempts, I managed to defeat him with small losses.
At the beginning of the 5th month, Angelin had an opportunity to make her contribution. Moving west, she was forced to exchange her troops for 1 harpies-witch, who must fight 2 battles. Then she had to defeat 1 hero and take a Dungeon, after which she can rest until the end of the game.
On 5-2-4 Leon defeated Bongo and freed Gernian. With his artifacts, I assembled the Horn of Plenty.
On 5-3-4 Leon gave the Ambassador's Ribbon to the guard, passed through the monolith, and descended into the dungeon.
On 5-3-7 Leon passed through the garrison to the Tower and received a message from Zentimo, in which he promised to teach him powerful spells if he defeated the Elemental Masters. After dealing with them, Leon learned Call Earth, Water, and Fire Elementals.
Giving 3 resistance artifacts to the guard, I learned how and why the invasion of hell's forces began.
On 5-4-7 Leon visited a blue tent and passed through the monolith into the northwestern wastes.
In the vicinity of Cheren Grad, our resources are taken away many times.
On 6-2-4 I reached Pleague in Necropolis Dark Storm. I couldn't defeat him immediately. I had to read the map discussion and then experiment.
On 6-3-1 Leon descended into the dungeon.
The next day, Leon defeated Das in a Dungeon.
After defeating Master Air, on 6-3-7 Leon visited a white tent. Leon's Soul will now move and begin his journey.
On 6-4-2 Leon's Soul defeated Ion, who was sitting in a Dungeon. After this, Leon's Soul learned Clone and Rage and received a tip on where to look for Zargan.
On 8-1-1 I defeated Zargan, and Turquoise disappeared.
On 9-2-2 Leon took the Helmet of Divine Enlightenment.
On 9-4-2 Wizardino suddenly tells Leon a murky story about Zentimo and his plans. Should he be believed? Either way, we don't have the Sphere of Fire required by the guard yet.
Further on, we will see that there are 2 plot development options, and we can choose whom to believe and whom, conversely, to kill: Wizardino or Zentimo.
On 9-4-7 I made a choice: decided to believe Wizardino.
On 10-1-1 suddenly the Brown hero Kingsley came out of Crookbak Castle.
On 10-1-6 I defeated Dusk Maker. I immediately sold extra artifacts to merchants.
Attention! Before the fight with Dusk Maker, it is important to empty Leon's backpack as much as possible by giving temporarily unnecessary artifacts to Leon's Soul: Dusk Maker has artifacts we need, but due to the availability of artifact merchants, he bought a bunch of redundant identical ones, which may result in the ones we need not fitting into the backpack!
On 11-1-6 Leon reached Zentimo. After a series of failures, I managed to take him down.
After this, Leon visited the library on the island and captured the fire bird dwelling, then upgraded them to phoenixes in the fort on the hill.
On 11-4-7 Leon defeated Xixaxoxexuxy without losses.
On 12-1-3 I took the Sphere of Vulnerability and took troops from East Pomorie Castle (good thing the enemy didn't hire them).
Now I assembled the Legion Statue and headed east.
On 12-2-3 Leon gave the guards the Legion Statue and the Sphere of Vulnerability and entered the desert.
On 12-3-4 I landed on the western shore of the sea and easily defeated Boragus.
On 12-4-2 Londrovin built a Spirit Guardian. On the same day, Leon approached the white gates, and 500 devils before them suddenly joined. After this, Leon even managed to occupy Crookbak Castle without a fight and take unredeemed archangels and crossbowmen from there.
The next day I managed to defeat Kingsley in the field. After this Brown disappeared.
On 12-4-7, taking the eastern Inferno Gates of Hell without a fight, Leon found 1175 archdevils and 924 ifrit sultans there, whom he immediately hired.
On 13-1-4, breaking through the garrison with dragons, Leon passed through the green monolith to heaven and visited a red tent.
On 13-1-5 Leon's Soul reached Blessing Castle and took angels, crossbowmen, and monks from there, immediately turning them into Wizards. On the same day, Leon broke the garrison and defeated The One in his Castle. Red disappeared.
On 13-3-6 Leon entered the underground lava zone. Took the 3rd Sphere of Vulnerability, which can now be used for personal purposes. Captured Inferno Outpost, and Pink disappeared.
Finally, I managed to learn Town Portal in a Shrine!
Removing the guard on the way to the main villain's lair, I learned from a message that I made the right choice.
On 14-1-2, opening a chest and killing monsters, Leon learned Berserk in a Shrine.
Gathering troops from cities and doubling mana, Leon came to Inferno Mr Satan and attacked him on 14-1-5. After several failures, I managed to overcome him. After that, I was congratulated on the victory.
Result: 369 days, 382 points. The Grail remained in the ground (I simply forgot about it).
Summary: a map with a number of interesting battles, between which there are quite a few trips back and forth.
In reply to Marmot
6 years ago
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Marmot
Similar battles in the maps "Metataxer's revenge" and "Ira the mage"

There, it seems, the battle from Deeply Inundated Dungeon, the one with the amulet and hypnosis, has also been reworked. I don't really understand why :confused:
Obi
Finally finished my own map, inviting everyone to try playing it:
http://heroesportal.net/maps/view/4284
It's an S-sized map, quite easy, except perhaps for two key battles, and it can be completed relatively quickly.

Good map, I recommend it to everyone. Here are some playthroughs: 1, 2, 3.

Among the newer maps, I also liked "Gennady's Nightmare". Final playthrough.

You can play "Trial" and "Nightmare" one after the other, as they are united by an RPG-style gameplay similar to Ira the Mage or Imp. I really enjoyed it.

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