The map design is adequate; there are no oddities like straight, corridor-like paths or trees placed just for the sake of it. The waterfall with the Temple of Water is very beautifully done. However, the plot is only present at the beginning, a little in the middle, and at the end. The rest of the gameplay is just a typical game where most of the map is cleared by vampires. After defeating the active enemy heroes, it all boils down to clearing the map.
The quests themselves are simple and not multi-stage, but it's nice that there are choices to be made, and the texts are coherent, not just something like "kill...; bring...; <reward given without text>".
But there aren't as many quests as I expected. Resources and monsters are literally on almost every cell of the map, but there are... significantly fewer quests and plot elements. :(
I leveled up in the standard way: summoning, darkness, defense, education, and logistics, because there's a lot of running around, and I got tired of moving only two steps a day. Overall, the enemy balance is quite adequate, without any hardcore difficulty except for a couple of battles. The final boss was a very pleasant surprise. After the previous games, I thought it would be something standard, or something small like the demon in the dungeon, but I encountered a simple but unpleasant combat script, because of which a solo stack of 500 vampires couldn't really do anything here :D So I had to go back a couple of saves, remove a couple of skills from the mentor, and gather all the possible army.
Also, the guard of the dragon set near the Necropolis was a nice touch. It definitely shouldn't be weakened, otherwise it won't be unique.
And here are some things I wanted to highlight separately:
1) The "Delivery" quest. The text about Nazir's emotional state appears immediately after talking to the dying mage, and not after talking to Nazir himself.
2) In general, I think it would be better not to have two additional quests, "Demonology" and "Tear of Ashi," but instead, when the hero receives new information about the main quest, simply update the main quest - "Remember Everything" - as was done, for example, on the Mercenaries map, because it is impossible to complete the scenario without completing these two quests.
Similarly, with "Tomb" and "Dispel the Barrier." Because here there is only one meaning of the scenario - to find out who he is, how he ended up here, etc. Nothing else is done. That is, the solutions to the tasks that arise are reduced to "Remember Everything," and are not some separate, unrelated tasks.
This is just a suggestion, not a request. I don't see the point in rewriting the map code specifically for this scenario because of this quest system, as it would take a lot of time, and it's not critically important for the gameplay.
3) In the final cutscene, there are two moments with a large amount of text in one scene (S2C2T4.txt, S3C5T3.txt), because of which it doesn't fit completely. Overall, it remains readable, but if desired, something can be shortened so that it ends up being one line less.
4) There are really a lot of typos; it's better to check the texts in Word before release. There's no point in listing them all, so I decided to fix them myself (

).
I didn't change the meaning of the texts anywhere, only fixed typos, missing spaces, commas, etc