I don't write about maps very often anymore. But I happened to download a relatively new one, played it, and felt the urge to sharpen my quill. I finished the map in 70 days (as a hero). The storyline is short and clear. The quests are well-defined, with no lengthy, confusing text; I liked it all. The map design is dark, and many have already complained about it; I also prefer brighter maps. On a good monitor or in dim lighting, the picture looks great, but in daylight or on an ordinary monitor, it's an eyesore. The work with the textures simply amazed me; the attention to detail is incredible. The author has truly created a piece of another world. At one point, I just started looking around at the environment; it's captivatingly beautiful. The love and care that went into drawing everything, selecting and placing the guards – it makes exploring the map very interesting. If I were to rate it out of five, it would get a six. I was pleasantly surprised again by how many paths there are for heroes on such a small map. This authorial decision has two sides: on the one hand, it creates incredibly dynamic gameplay; on the other hand, there are many teleports, and in some places, it's a whole teleport hub, which is something players have complained about – the AI takes too long to move (it takes 10 turns for the AI hero to jump around). In my first week, the computer also took a long time to move, but then it started moving normally. But, going back to the beginning of the game – the starting heroes. I looked at Rayak – he's a weakling, starting with spellcasting? (I hadn't seen Villar yet at that point). Why? The Knight has a couple of spells in his spellbook, and 20 mana – he can cast a few spells. Then the dog handler appeared – a normal guy; he basically made the whole map. When Villar was given, the only desire was to throw this annoying character away and never see her again, but it turns out she's an important character, and you have to protect her. She spent the whole game in the Castle; if it weren't for the author's whim, she wouldn't have participated in any battles. (Her description says: "The hero's army starting units are replaced with fire elementals" – but no units were ever replaced. Should we understand that, for example, 20 peasants turn into 20 elementals?) Fogoth, our guy, is in charge of finally resolving the issue of the rebellion. Around the sixth week, only the yellow player remained on the map. Fogoth arrived at the walls of the castle on the island and…. The author's idea turned out to be merciless to the player's nerves: you have to bring all the heroes, including the remaining weaklings. At this point, I should have stopped. However, I decided to find out why it was necessary to bring four heroes, build four ships, and sail to the island four times. And then the agonizing grind began: for two weeks, I was feeding the differently gifted: Villar and Rayak – on the remaining neutrals. Triar had already reached the limit of his development; it was boring to move him, and out of boredom, he killed the green Necromancer. I laughed at the battle setup, at least something. Finally, everyone limped in, gathered, and the finale. The finale is not just a hat; it's a Sombrero! As a result of the marathon of four battles (I'll only mention this in passing), we can conclude that the author fundamentally doesn't understand the mechanics of battles and the game as the Castle faction.
If we consider taking the docks as the finale of the map, leaving Vilma (?) as a reserve for another map, then we can say that it turned out well. The map is beautiful, imbued with the spirit of strategy; it needs to be changed only slightly, relative to the overall amount of work.
P.S. The map should have a mentor, closer to the native castle. It should be possible to build a tavern, at least in one castle. Playing with four heroes, none of whom can be lost, is very difficult; there's no one to explore the map, bring reinforcements. The drawn rain at some point became a still frame. When a hero enters the Warlock cities, the city window doesn't open automatically; you have to click on the city for it to open. There are many strange autosaves.
"Perilous Faith" and "Red Plague" don't translate into each other; it would be better if the title was the same in a foreign language.