Map Name: Lord of Destruction
Author: marcel33
Download: from the maps4heroes map catalog
This map had been on my radar for a long time, even before it was uploaded to maps4heroes in English. Originally, the map is Polish, called "Pan Zniszczenia," and is an attempt to adapt the world of Diablo II into Heroes realities. Unfortunately, I am unable to personally evaluate the level of adaptation since I have never properly played Diablo. "Pan Zniszczenia" is very popular within the Polish community; if you wish, you can find many streams and comments. By these metrics, it's something of a Polish-style "Paragon." From the reviews, one can conclude that the map is considered one of the most difficult in Poland.
In general, the premise is somewhat intriguing, although it also evokes a certain skepticism, as hype often surrounds things that aren't actually the best. When I sat down to play, I didn't bother analyzing the map in the editor; I planned to breeze through it, but that wasn't the case :)
As the Gameplay showed, the map is quite strict and demanding. Its main characteristics are as follows: the game is divided into 5 acts, each with its own level bosses; army distribution throughout the scenario is very measured; there is a general poverty of money and resources (you don't have to be a pauper, but you have just enough for the bare essentials and nothing more); and the exclusion of resurrection and clones from the gameplay (a resurrection scroll is given for the final battle, but it turned out not to be needed there anyway). Among the map's downsides: complete staticity. Among the pluses: it is a timed map, which to some extent offsets this very staticity. The fact that you can lose on this map if you don't act quickly is, in my opinion, an undeniable merit.
If one tries to draw parallels with other maps, many things come to mind regarding specific aspects, ranging from the resource management of "Limes Inferior" to the logistical puzzles of "Wayfarer." But the main and quite unique feature of "Lord of Destruction" is its specific combat component. If you remember, at the beginning of "Vengeance Is Mine," there was a line of battles against dungeon heroes where each hero was slightly stronger than the previous one, and you had to sweat to cope with minimal losses. Well, here the combat component is built entirely on this principle from start to finish of the Walkthrough. Add to this the mentioned time limit, and the result is a map of very decent quality.
As I said, I initially played quite sloppily because the start in "Lord of Destruction" seems deceptively simple. In short, I lost some army here and there. Consequently, in the second month, I hit the final boss of the first act named {Andariel}, lingered near her for a bit, and broke through, sacrificing almost my entire army. After that, there was no point in playing under such circumstances. Following this, I approached the map with full seriousness and replayed it from the very beginning. Practice showed that the generation of the starting save is very important here. Hero leveling, the mages' guild in the starting town, artifacts in graves and on the black market near the Castle village—all these moments are of great importance for completion. From the middle of the game onward, you can lower your concentration a bit, but at the start, literally every centaur counts.
I'll briefly go through all five acts.
In the first act, the game smoothly accelerates from something very simple with fairly banal kiting of neutrals to increasingly serious trials. Potential problem areas: the hero {Countess} is the first hint of what this map will be like; also quite troublesome black dragons near the black tent, the garrison before the exit to the cursed land, and in the finale, a very tough boss {Andariel}, who will try every way possible to ensure you don't leave the battle without losses. I should also note that it is critically important for the game to constantly collect archers from caches; without this collection, the map cannot be completed further, which the author himself tells us explicitly.
The action of the second act unfolds on sand. There are two strongholds: the developed Lut Gholein and the village of Caldeum. In the first town, there is a tavern and a fairly extensive pool of available heroes. Considering that the author gives us Loynis at the start with prayer—a special ability of very questionable quality, especially one who levels into magic stats in a scenario where piercing power is paramount—it makes sense to take another main hero. In the tavern, I bought Orrin and Nilu, and during the Walkthrough, I added Elleshar and Kyrr. By the way, in defense of Loynis, I must say that I was surprised by the effectiveness of his special ability, which I had never paid attention to before. At level 20+, he gave centaur captains a bonus of 8 to stats and 7 to speed! Impressive, but not enough to remain in the leading roles throughout the game. Key moments of the second act: {Radament} with an animate dead, freeing Jelu, wandering through corridors with useless blind alleys, and in the finale, the most powerful boss pairing on the entire map: {Summoner} and {Duriel}. I suffered fairly serious losses at the last boss (100 snipers, 20 phoenixes, 5 gold dragons), but there is such a festival of randomness in that battle that I saw no way to squeeze out something more reasonable by the 4th month of the game. This Duriel responded to blindness or paralysis immediately with Armageddon's Blade, even though he had plenty of other spells in his book. I have never encountered this before.
The third act gives a bit of a breather. We take a Rampart in the center of the map, sail away from the Leviathan, and farm the swampy part of the map. The zone is built on the same principle as the previous ones: two strongholds, one of which is a full-fledged Castle and the second a village. We collect pieces of the cursed armor and can visit a hidden area with cows and a shield from the Father of Dragons' power set. I cleared the Act 3 territory thoroughly, collected all upgrades, and leveled up all heroes significantly, especially Orrin. At the end of the act, there are three moderately difficult battles with adjacent heroes, and immediately after that, Mephisto in the Necropolis. The Necro is quite tough, casting haste on cooldown, so Elleshar went into battle first with 7 phoenixes, draining all of Mephisto's mana using "Chinese tactics" and bombing almost the entire army with ice arrow. After that, Orrin stepped in and finished off the enemy.
The fourth act is the shortest and is completed within a week of game time. The main boss of the level is {Diablo}. He has two henchmen: {Izual}, who constantly wraps himself in anti-magic, and {Hephasto} with Armageddon's Blade. The stronghold in the zone is finally a full Castle with archdevils, whom we can add to the angels previously collected from conservatories. After some preliminary preparations, Elleshar took out the first henchman with one archdevil bought at the refugee camp (remember, the map has no resurrection :) ). "One man is not an army" does not apply here. The archdevil once again confirmed its reputation as the most imba unit in the game. {Hephasto} was defeated by Orrin, who caught Armageddon resistance from red boots and a necklace. {Diablo} was defeated using a tactic similar to the battle with Mephisto: Elleshar first, Orrin second.
To start the fifth act, you need to solve a logistical puzzle and reach the snows via long dashes. The author gives us Dess in prison for this purpose, but I didn't need him since I already had a leveled Kyrr by that point. In this zone, there were a couple of unpleasant ambushes, tough guards in the Sescheron citadel, the demon {Shenk} on the road, and a very tough boss {Nihlathak} in the underground, whose arsenal contains only two spells: explosion for about 90 SP and dispel (and there is no sphere of constancy on the map). I prepared a complex breakthrough scheme for this boss. Orrin went in first with phoenixes, djinns, and snipers. The task was to destroy the ballista with phoenixes, buff the snipers with same-type spells so they had enough power to one-shot dragons, finish off liches on morale, and pay them off. Elleshar went in second on a double-man with magical elementals. Fight fire with fire, as they say. While the elementals are under a force field, fast units are wiped out by explosion (resistance is quite strained), and the rest are finished off in hand-to-hand combat. In the end, I was eager to complete the map within 6 months—twice as fast as the time allotted for the game. After a series of manipulations at the very end (for example, dismissing cyclops with 8 speed), Orrin managed to reach the final boss named {Baal} on the last move point at 6.4.7. The boss himself is not particularly difficult, but the desire to finish the map before the 7th month set conditions for a wall-to-wall fight, and after several attempts, I finally managed to pull it off.
Overall, this is one of those rare cases where I enjoyed playing on a static map. In this regard, "Lord of Destruction" goes into the same collection as "Ray of Light" and "Vengeance Is Mine".
As a memory of the map, I've kept a
video illustration of the struggle with randomness in the first act from my unsuccessful attempt at completion. In the final Walkthrough, the garrison was fought differently and in a more stable manner.
As it turns out, the author also has a
Diablo III adaptation, but for HotA. I looked at it briefly in the editor; it looks very promising. It's possible that this is even a contender for the best map for HotA at the moment. But so far there is only a version in Polish, although according to the author, an English translation is currently in progress and expected soon.