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Posts from Battle of a single wyvern.

5.0 (1 rating)
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Map name: One wyvern battle
Map name: Battle of one wyvern
Map size: Large 176x176
Two-level map: no
Number of players: 2
Author: Vita Gorodilov

After defeating the demons, the Orcs lost their entire people. This is a great misfortune for the Orcs because they can become easy prey. Gotai, the great Orcish chieftain, knows that there were heroes who could fight without an army and kill hordes of enemies. He needs to prove to the Orcs that this is possible.

Scenarios:
Vita Gorodilov's Trial
Knight Escape
Good City
Knight Escape (2.0)
Saving the Griffin Empire


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Wow, this guy is good. He created a great scenario, even better than mine! Too bad there's no video because he couldn't figure out how to embed it.
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Lol, I guess I've had enough waiting, the heroes are working, I'll start making my own scenario, but I'll check the guide on messages first.
Одна голова хорошо, а две - уже не красиво!
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44 days. Simple and tasteful, but tasteful in what way? Considering that your troops are limited, it's easier to balance the battles – they are interesting, and I'll give credit for that. However, I don't like the concept of portals. In other words, there's a clearing in front of me (it doesn't matter how the landscape is arranged; the main thing is that you can reach everywhere), and there are 2 one-way portals and 1 two-way portal on it. Naturally, I want to explore as much as possible – I jump into the two-way portal and suddenly win. I think the concept of map design with a spam of portals should be reconsidered – they are boring and uninteresting. It's much better to observe transitions from location to location more realistically, either from "grass" to "dead land" directly or through a neutral underground if the biomes conflict geographically – the same "grass" and "lava." Also, on such maps without a castle, I recommend disabling the creature weeks; sometimes, you might encounter an "ambush" of spawned T7 units. I also recommend getting rid of the "greenish" sea and empty clearings without anything. We probably don't walk on them, but they are visible from the sea, and it's not beautiful and gives the effect of "slapdash," as does the transition from biome to biome through portals. To summarize what has been said, one might mistakenly conclude that I don't like the map. However, this is not the case – I hope the above-mentioned errors will be taken into account. The map was easy to play and not boring (because it was completed quickly), but I explored, let's say, 50% of the entire territory, and all the one-way portals give a feeling of an uncorrectable mistake because if it's a turn "in the wrong direction," then that's it, you're done. Again, a criticism of the map design through portals. I hope that over time, you will move away from portals and empty clearings. In general, the map is fast and doesn't get boring, but it's a pity that there is no "final battle." The development was done in the traditional way – max leadership, attack, luck, defense, and logistics. Why the market? It's not clear; I finished with 50k in my pocket (the ability in leadership that gives +250 gold per day breaks such maps, so be careful and ban it, as well as abilities for resources in the logistics branch). I would give the map a 3.5 out of 5 – it's too simple in both concept and design for a higher rating, but I liked the balance of the battles, considering the army limit.
Автор карт:
Долина расхитителей
Выбор мира
In reply to OrnsteinDragonslayer
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Okay, I will keep everything mentioned above in mind. I might have slightly messed up with the map size, and I was too lazy to redo the map in a smaller size. As for the portals, I have many because I like them. There is water on the map to block off areas and allow the player to swim. I still haven't figured out what to add to the empty spaces on the map, as I have no ideas, and I know that's not good.
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This is my first scenario review and the first scenario this year.

Let's start with the positives:

The map is well-made, and I love scenarios where you only have a hero without a castle.

It's quick to play, but there's something about it that prevents me from rating it negatively due to its brevity.

Now, let's move on to the negatives of the scenario.

The choice of regeneration mechanics for the Wyvern was good, but there's a lack of variety between battles. Also, the tactical options are limited; in most cases, it's impossible to use an attacking tactic.

The second negative is the weakness of the opponents on the map. I understand that I complained about the monotony of the battle tactics earlier, but the opponents at 30-35% are so weak that the AI can defeat them for you.

Although I don't have much experience writing reviews for Heroes 5 maps, I can draw the following conclusion: The map turned out to be good, even considering the listed shortcomings. The rating for this scenario is 8.7/10.

Благодарен за чтение моего сообщения.


 


С вами был ваш верный писатель и слуга Эльрата.


До скорой встречи,  в следующий сообщениях.

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In general, the map is really good; compared to previous maps, this one is much better. I like the image in the introduction, and the overall concept of the scenario. I liked the scenario. The Orc Necromancer did a good job completing this battle.
Одна голова хорошо, а две - уже не красиво!

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