Posts from Master of Horizons
Another beautiful multiplayer map! The landscaping with vegetation along the shore in the central part of the map is truly impressive! 😍
I completed the entire upper part. I played as a Necromancer in a single-player game. I like the map. It's beautiful. It's a bit linear, I would say. But that's great! All these "go there, I don't know where" quests are tiresome. I recommend developing two heroes. One can't handle it, and more than two will make the adventure end too quickly. Respect to the author. A solid five out of five for the map.
Well, if the author likes this setup, that's their right, but why not make the AI stronger in that case?
If I make red weak and everyone else stronger, it will be an imbalance, and it will be disadvantageous to play as red.
Almost any imbalance can be resolved with a mentor.
Judging by this phrase, you understood the word "imbalance" as incorrect hero development, but that's not what I meant. A Multiplayer map should be adapted for competitive play between real people. If four people start a game on a map, and three of them start with built-up cities and a lot of resources, while the fourth has neither a city nor many resources, then this fourth person will be at a disadvantage and will later tell his friends: "I lost because you all had everything at the start, and I had nothing." This is what I meant by the word "imbalance." But if you're playing alone against the AI, then the harder the AI, the better.
As for the landscapes, I don't care at all.
So, you will play on a map with low detail and identical objects lined up in a row if the AI plays well on it? I doubt it.
And why would you need maps made by people by hand then? You can use the map editor.
Judging by this phrase, you understood the word "imbalance" as incorrect hero leveling, but that's not what I meant. A Multiplayer map should be adapted for competitive play between real people. If four people start a game on a map, and three of them start with built-up cities and a lot of resources, while the fourth has neither a city nor many resources, then this fourth person will be at a disadvantage and will later tell his friends: "I lost because you all had everything at the start, and I had nothing." This is what I meant by the word "imbalance." But yes, if you play alone against the AI, the more difficult the AI is, the better.
That is, you will play on a map with low detail and identical objects lined up in a row, if the AI plays well there? I doubt it.And why do you need maps made by people by hand then? You can use the map generator.
Moreover, the percentage of people who play Multiplayer in pairs, in threes, etc., is so small that it is somewhere in the range of error. The beauty of the map brings satisfaction only until you delve into the economy and battles... everything else is evaluated only in terms of usefulness and distances. Unfortunately, map makers spend a lot of time drawing a couple of pine trees instead of adding a couple of scripts to the game and making the map more interesting, not just more beautiful. You look at a nice landscape once, and then you don't launch the map again... it's not interesting. Something like that. I really appreciate what you do, don't get me wrong. I'm just voicing my own and others' desires. And by the way... the map generator is too predictable compared to a person with non-standard thinking.
I came to this conclusion. This is not Multiplayer. This is Singleplayer.

Moreover, you have to play exclusively as player number 1. The game is tailored for him.
In general, I created the first player's (red) territory first, and I guess it really turned out to be the most interesting.
Good map.
Thank you.
Unfortunately, map creators spend a lot of time drawing a couple of pine trees instead of adding a couple of scripts to the game and making the map more interesting, rather than just prettier.
Judging by the feedback on my maps, players are divided into those who are interested in exploring the landscape, those for whom the map design is important, and those for whom the design is secondary, and the main thing is the challenge from a difficult AI. My maps usually appeal to the first group. Well, for a difficult AI, it seems you need to create a scenario and enhance it with additional resources and scripts, but then you can only play as one player with one starting point, and this reduces the replayability of the map.
. I would rate it 7/10.
Thank you for your feedback.
I love maps by LifeForm - as always, excellent design, challenging early game, mines within a week's reach, and random dwellings. But unfortunately, when playing against the computer, it becomes boring to chase creatures around the map in the mid-game. It would be nice if there were more forks and portals on the map to deliver troops over long distances.
Well, forks are still possible, but if you put too many portals, heroes will jump through them like grasshoppers from one end of the map to the other, and then it will be a pain to catch them.
Another small drawback is the lack of a signature preview.
It seemed to me that these previews are not of interest to anyone, so I didn't bother.