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Title: "The Fate of the Kingdom"
Map Type: Multiplayer
Size: 176x176 (Large)
With Dungeon: No
Number of Players: 4 (every man for himself)
Author: Dolgiy
Description: Boelrem is a thriving kingdom. Its fields are rich in black soil, and its mines are full of gold. Idris V, the king of Boelrem, went mad from abundance, declared himself a god, and decided to subjugate the dragons that lived in the kingdom's mountains. Naturally, nothing came of it. Instead, he only angered the dragons, and they seized the royal treasury, turning it into their utopia, and later completely burned the capital to the ground. Idris V and Tobias, his only heir, perished.
However, four noble families, four colonies, remained, content with the scraps. But this is coming to an end. The fate of the kingdom is being decided, and you are given a chance to lead it!
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In reply to }{0TT@6bI4
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Thank you for your feedback. I'm glad you enjoyed it.
In reply to Долгий
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Thank you for your feedback. I'm glad you enjoyed it.
Moreover, it helped me a lot with one point. Overall, in my opinion, it's excellent.
С уважением, }{0TT@6bI4
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And if it's not a secret, what is this item?
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If it's not a secret, what is this item?
Static effects (AdvMapStaticShared), like the ones you used for the waterfalls and the island. I didn't use them because I was afraid the effect would spread to everything. Your level showed the opposite. And I've been wanting to use them for a long time.
By the way, I know the geography of Tallan quite well, and the history of Ashan too, so I think this is a fictional kingdom, right? If it existed, then I've added to my historical knowledge with your multiplayer...
С уважением, }{0TT@6bI4
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Static effects (AdvMapStaticShared), like the ones you used for the waterfalls and the island. I didn't use them because I was afraid the effect would spread to everything. Your level showed the opposite. And I've been wanting to use them for a long time.
By the way, I know the geography of Tallan quite well, and the history of Ashan too, so I think this is a fictional kingdom, right? If it existed, then I've added to its historical record with my Multiplayer...
Yes, effects are the best tool for an advanced map creator. And the kingdom is, of course, fictional. I don't know the history and geography of Ashan well enough, and I don't want to make mistakes.

Added 7 minutes later
The hardest part was creating the flowing water effect. I found it by chance when I was looking at the Dwarf Castle and noticed that the river was flowing. And after two hours of struggling, I put together a Frankenstein: an object with the texture of the flowing river from the Dwarf Castle and the geometry of the Dwarf underground bridge (X-segment). And in the end, the effect is only visible in shallow water.
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Yes, effects are the best tool for an advanced map maker. And the kingdom is, of course, fictional. I don't know the history and geography of Ashan well enough, and I don't want to make mistakes.

Added 7 minutes later
The hardest part was creating the flowing water effect. I found it by chance while looking at the Dwarf Castle and noticed that the river was flowing. And after two hours of struggling, I put together a Frankenstein: an object with the texture of the flowing river from the Dwarf Castle and the geometry of the Dwarf underground bridge (X-segment). And in the end, the effect is only visible in shallow water.
Oh yes, I saw that thing in your scenario. By the way, you can find very detailed information about the history of Ashan on fandom.com... or from me)). Just a clear correspondence to history and facts unknown to beginners greatly enhances the scenario in their eyes, I think.
I agree that a good map maker is distinguished by the impeccable design of every detail. So far, nothing has given me reason to doubt that you are a good map maker.
С уважением, }{0TT@6bI4
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I played as a human hero, "Vitya the Machine Gunner," against the Warlocks, and it took me two months to complete the map, but it wasn't easy. The map is frankly disappointing: a difficult start on a small patch of land and monsters in the mines. If the sawmill and mine had slow-moving creatures like zombies or golems, it would be possible to develop, but if you encounter snipers, you're done for. Landing in the center turns the game into a hectic rush, followed by tedious sailing. There's a lot of money, but no sextant, and the mentor turned out to be in Karaganda. And although the map is technically flawless, it creates a depressing impression in terms of gameplay. Nevertheless, thank you to the author for their work.
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I played as a human hero, "Vitya the Machine Gunner," against the Necropolis faction, and it took me two months to complete the map, which wasn't easy. The map is frankly depressing: a difficult start on a small patch of land, and monsters in the mines. If the sawmill and mine had slow-moving creatures like zombies or golems, it would be possible to develop, but if you encounter snipers, you're doomed. Landing in the center turns the game into a frantic rush, followed by tedious sailing. There's a lot of money, but no sextant, and the mentor is located in Karaganda. And although the map is technically flawless, it creates a depressing impression in terms of gameplay. Nevertheless, thank you to the author for their work.

Thank you for your feedback. Initially, the idea was to make the AI strong. Is the AI strong at the start? Then the start for the player should be difficult. Is the AI persistent and attacks from all directions? Then more paths should be added, and so on. But in general, what you described as "frantic rushing" and "tedious sailing," I see as the ability to manage your units and control territories. Thank you again; I am undoubtedly proud that my map made even a veteran steppe runner like you suffer.
P.S. And yes, there is a sextant on the map, and not just one, but four
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Thank you for your feedback. Initially, the idea was to make the AI strong. Is the AI strong at the start? - then we need to make the start difficult for the player. Is the AI annoying and keeps coming from all directions? - then we need to add more paths, etc. But as for what you described as "frantic running around" and "tedious sailing," I see it as the ability to manage weaker units and control territories. Thank you again, and I am undoubtedly proud that my map made even such a veteran map player as you suffer.
P.S. And yes, there is a sextant on the map, and not just one, but four.
The AI is strong at the start not because of clever tactics or strategy. It blatantly cheats on resources. Therefore, I think that the AI on your map could be made even stronger compared to us by reducing our starting resources.
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The AI is strong at the beginning not because of clever tactics or strategy. It blatantly cheats by giving itself more resources. Therefore, I think you can make the AI on your map even stronger compared to us by reducing our starting resources.

There are exactly enough resources to allow for some progress. If you reduce them further, the game will turn into skipping turns and dying from the AI on the third week.
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A challenging tactical map. A water-based, symmetrical map with a strategic center. The tactics are typical for this type of map. Navigation is essential, and thankfully, there are beacons and a sextant. Resources are scarce, especially wood, and I also got an Elf faction. The AI quickly sorted things out among themselves, and I was left facing a single opponent who had taken control of all the corners. But I got lucky: their main hero (with the "Warfare" skill) attacked my initial castle, which I managed to defend with a low-level deputy. After that, crushing the remaining minor factions was a matter of course. The map is good, but I probably won't replay it. I recommend it for those who enjoy a "chess-like" style of gameplay.
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There are just enough resources to allow for some progress. If there are fewer, the game will turn into skipping turns and dying to the AI on the third week.
It will turn into that. Yes, I agree, the balance in this scenario is maintained. But if you watch TGamе Vadim's video on Small maps with Impossible creatures, it becomes clear that such hardcore imbalance in resources will allow you to identify players with extraordinary individual skill. But this is not a criticism of the scenario, but rather an idea of how to make life more difficult for the player. As I said before, the scenario is flawless. I played as Orcs on Krag with reinforcements and attacking the hero. The AI players were eliminated one by one, either due to a bug or their own quirks, but they didn't attack me at all...
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A challenging tactical map. A symmetrical water map with a strategic center. The tactics are typical for this type of map. Navigation is essential, but there are beacons and a sextant. Resources are scarce, especially wood, and I also got an Elf faction. The AI quickly sorted things out among themselves, and I was left facing a single opponent who had captured all the corners. But I got lucky: their main hero (with War Chains) attacked my initial Castle, which I managed to defend with a low-level secondary hero. After that, crushing the remaining minor enemies was a matter of course.

The map is good, but I probably won't replay it. I recommend it for those who enjoy a "chess-like" style of gameplay.

Thank you for the feedback. Regarding the wood shortage, I think buying a ship for the Elf faction is not a good idea. You should wait for the AI to create a ship and then borrow it using the "Summon Ship" spell.

Added 4 minutes later
}{0TT@6bI4
It will transform. Yes, I agree that the balance in this scenario is maintained. But if you watch Vadim's TGamе video on Small maps with Impossible creatures, it becomes clear that this kind of hardcore imbalance in resources will allow players with exceptional individual skill to stand out. But this is not a criticism of the scenario, but rather an idea of how to make the game more challenging. As I said before, the scenario is flawless. I played as Orcs on Krag with reinforcements and hero attacks. The AI players were eliminated one by one, either due to a bug or their own strategies, but they never landed troops on my territory...

Powerful creatures are one thing, resources are another. The AI is even more afraid of creatures than the player, because for it, 30 Archdevils in the third week is death, while for the player, it's a 2-hour battle with 1 Spearman and a Crystal. And a resource gap is a direct path to defeat and frustration.

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