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Posts from Path to Light

3.8 (5 ratings)
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Title: Path to Light
Map name: Path to Light
Map type: Scenario
Two-level map: No
Number of players:
2
Size:
Medium
Water area:
Yes
Game version: 3.1 only
Map author: Michel_Darina
Map description:
Mallory has broken free from the demons' shackles. Now she is free, but not for long. The demons cannot simply forget their traitors. Mallory must escape their lands as quickly as possible. And later, she must find a secluded place where her enemies cannot find her. A place that can be called home.
Map version: 1.2
Changes in version 1.1:
1) Added a biography for the hero Mallory;
2) Reduced the number of hydras that can be recruited from 10 to 3;
3) Added forts for upgrades in the desert and in the human location;
4) Now, a demon will pursue the player throughout the territory, but there are 6 places where it cannot go;
5) Added 3 keymasters for variety and improved gameplay;
6) Rewards are given for additional tasks;
7) The description of some tasks has been reworked and supplemented;
8) The Tome of Power is now guarded;
9) Dragons have been added to the path in the necromancer location;
10) Masks have been placed in some regions, the landscape has been improved, and visual changes have been added.
Changes in version 1.2:
1) The number of hydras has been increased from 3 to 5;
2) Added 4 more regions where the demon cannot go. Hints on where they are: written in the tasks, available in the thumbnail (these are blue dots), and indicated by shelters;
3) The indicator shows when the demon will arrive;
4) The number of creatures that can be recruited has been increased by 9.
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So, I've checked out this scenario, and here's my summary: 1. Although it's not the most important thing, there are loading screen images. I won't praise it too much, but it's still a plus! 2. The 3D terrain is decent; I would have liked to see more than just one large hill, but it's still good. The design is excellent, although I have a couple of minor comments, which I'll address later. I especially liked the elven ponds with backlighting. 3. There are scripts, and that's a huge plus for the map! It's much more interesting to play with them! 4. There's a video; it's nice to have something to watch. 5. As usual, I have no major criticisms of the plot; it's all done well. However: 1. Rows of identical objects (fog, ice, mountains, fire dots) look cool for the first second, but then they become repulsive. 2. In some places, the design is too simple, and it's visible to the player. 3. I'd like to see more scripts, with something more interesting than just simple tasks like entering a region. 4. I'd like to see more videos; this is the second map, after all. In conclusion, the map is very good, and it's interesting to play. However, unfortunately, it doesn't really stand out, so I hope to see more videos, a ton of scripts, and even better design in the next map. In any case, thank you very much for your hard work. Sincerely, }{0TT@6bI4.
In reply to }{0TT@6bI4
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Thank you, Michelle! I played almost all day and enjoyed it! There were a couple of impassable obstacles (Paladins, access to the dwarves), I didn't understand why, but it was intriguing. And if the main hero goes to the green tent, the mission cannot be completed due to the absence of a "portal to the city."
In reply to Кецц
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Ketz
If the main hero goes to the green tent, the mission cannot be completed due to the absence of a "portal to the city."
I still don't understand what the green tent is. There are no Keyholders, and there are only 3 players. Can you explain what it is, in your opinion? Thank you for playing my map. I'm glad you liked it.
In reply to Flame Crystal
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The green tent (located above the elves) opens a passage to the last enemy hero (a castle in the dungeon); the tent is guarded by emerald dragons. A one-way portal leads to them (to the island). You cannot leave or return from the island, and you have to defeat the last hero. What should you do? The dragons are strong. Personally, I defeated them with the help of allied elves and a leveled-up elven hero + the castle's population. But, the scenario also suggests sacrificing the liberated elves. And then, the second strong hero won't appear. What should you do?
In reply to Кецц
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Ketz
The green tent (at the top, near the Elves) opens a passage to the last enemy hero (Castle in the Dungeon); the tent is guarded by emerald dragons. There is a one-way portal leading to it (to the island). You can't sail away from or return from the island, and you have to go through the last hero. The dragons are strong. Personally, I defeated them with the help of allied Elves and a leveled-up Elven hero + the Castle's population. But, in the scenario, it is also suggested to sacrifice the liberated Elves. And then there won't be a second strong hero, so what should I do?
It seems to me, or did you mix up the scenario?
In my scenario, there are no tents, islands, Dungeons, and I didn't place any dragons in the editor. My main hero is not an Elf, but a Necromancer. There is nothing related to sacrifices in the tasks.
Check the map name in the game; if it is not called "Path to Light," then it is definitely not my map. Check the forum for the scenario you have. Please, pay more attention next time.
In reply to Flame Crystal
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I apologize, I was indeed mistaken; my comments are relevant to the map "Impostor".
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Thank you for the map. I finally managed to complete it with a hero.

I liked the design. It's clear that a lot of effort and time were put into it. The atmosphere is very good.
The combat wasn't as interesting overall, because at first, it was difficult to defeat enemies without significant losses, and then, when hydras appeared in the army, everything became much easier – I only deployed them for each battle. Light magic was very useful for them.

A few unclear points and comments about the quests:

- It would be good to make the quest descriptions in a consistent style, as the description of the main quests contrasts sharply with the description of the quest to capture the mines.
- The purpose of capturing the city of mages is not very clear, as you can't build anything in it (the elemental tower gave 4 wood, but there was no other wood anywhere else).
- The purpose of the quest to accumulate peasants is not clear.
- There is a real need for a fortress on a hill somewhere at the beginning of the mages' territory, as there is no room in the army by that point.
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Just finished playing on Hero difficulty. Decided to share my thoughts. What water area are you referring to? There's not enough of it. There's not enough gameplay. A full-fledged Dungeon is needed. Questions. Why develop the Mage Castle if learning light magic implies finding a book? Especially in quests where you need to capture mines to build towers. But what's the point of capturing them? The castle isn't even needed. Next. Does it make sense to capture the Dwarf Castle, and why is it even there? Next. The Demon hero runs around in a limited space. I left that area, so why is he still running around there? Let him move forward, catch up, I was looking forward to a battle with him. And finally. Now that I know the essence of the game, and having obtained Hydras at the beginning, I think I could complete it very quickly, without worrying about additional quests. But overall, it's not bad, it's fresh. I'm going to watch Krasnodar play, and then Zenit, in a good mood. I enjoyed the game! Thumbs up!
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I recommend updating the file and placing it in the header of the forum.
С уважением, }{0TT@6bI4
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Update!
1) Added the biography of the hero Melory;
2) Reduced the number of Hydras that can be recruited from 10 to 3;
3) Added forts for upgrades in the desert and in the human location;
4) Now, the demon will pursue the player throughout the entire territory, but there are 6 places where it cannot go;
5) Added 3 keymasters for variety and to improve gameplay;
6) Rewards are given for additional tasks;
7) Redesigned and supplemented the description of some tasks;
8) The Tome of Power is now guarded;
9) Dragons have been added to the Necromancer location along the path;
10) Masks have been placed in some regions, the landscape has been improved, and visual changes have been added.
Attachments 1
1 file attached • Total size: 2.1 MB
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Update!
1) The number of hydras has been increased from 3 to 5;
2) Added 4 more regions where the demon cannot run. Hints on where they are: written in the quests, available in the thumbnail (these are blue dots), indicators show where they are, shelter;
3) The indicator shows when the demon will arrive;
4) The number of beasts that can be attached has been increased by 9 units;
Attachments 2
2 files attached • Total size: 2.1 MB

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