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1. Unfortunately, the spelling is quite poor...
2. The artwork features a lot of empty space, unclear paths, and obstacles, with standard "lots of everything" areas guarded by hordes of monsters...
3. It's amusing to see how the shipyard is guarded by golden dragons, and there's even a quest for 500 copies (which are more useful in the army), but the quest can be skipped altogether!!! And nearby, some fans, who can be defeated in 1 week with 2 horses, support, and tactics/haste without any losses, are guarding the Admiral's Hat... even though summoning a ship and the hero-Jem (who already has this spell) are not disabled, and you can almost immediately take the Rampart, guarded by capkents and random monsters (which can easily be very weak), where you can also easily find a summoning spell in the guild, if you didn't get it in the Castle.
4. The walkthrough is linear... we methodically defeat all the computer opponents, gradually accumulate strength, and constantly recruit everyone... and with a powerful ranged attack and light magic like slow or blindness, we eliminate all the monsters, collecting the goodies...
5. Flaws:
6. a. The forest and mountains block the path between the pink and blue areas, although it might have been intended that way; then the path doesn't look right... although there is a bypass near the shipyard.
7. b. Landing near 100 Wizards and then not stepping on the event causes the loss of 100 crossbowmen, although... those who look at the map in the editor, and most people do, know that 100 crossbowmen are also useful (and there are another 46 nearby), and you can sail around the simple hydras without a fight.
8. c. I really don't like the arrangement of the paths on the snowy island; turn on the visibility of the paths and you'll see that there are mistakes in the path (and also strange things like a sawmill without a path, although it's nearby, and a gem mine with a very long path to it...).
9. d. Events in the underground with guards of 50 scorpius and 3 azure dragons can be bypassed by moving to adjacent cells.
10. e. It looks strange to have an Orrin of level 1 with stats of 30+, it would be better to have lower stats and immediately 100k experience, and the level would be at least 21 and the stats up to the required level (+20 primary skills).
11. f. The seer at the Castle is not set up correctly; this needs to be checked with Shift+V!!!
12. A spoonful of honey: DD and fly spells are disabled, which is nice, HOWEVER, walking on water is not disabled... as are the wings of the Angels and the levitation boots; with the first, you can take everything (the main thing is to reload several times so that they appear immediately on the home island, near the Admiral's Hat and the artifact). The second (or walking on water) allows you to fly from the peninsula with the lighthouses directly to the Wizards, without touching the 64+64 (the second can even be sailed around)... in general, you always need to keep an eye on transportation!!! And, of course, with the Admiral's Hat, you can also summon a ship and sail to the hydras, and then recruit all the goodies... in total, the army is: 13 wish-drakes, 15 rust-drakes, 12 crystal-drakes, 10 azure-drakes, 146 crossbowmen, 149 archers, and 640 halberdiers.
I also want to note a clever move in the "spoonful of honey" - the ability to choose any hero, not necessarily a Castle hero, which is very commendable!!!
Also, a plus (although it may be an oversight by the author, but I'll count it as a plus) is that the event before the Castle can be taken with a non-starting hero, which gives some flexibility.
13. The walkthrough is trivial... I take Mullich, because he is not disabled, and to speed up the walkthrough, I took unlimited movement, but without it, it's even easier; we build cities and have additional bonuses, but here we only have the starting army, and the computer opponents don't develop much, based on the map.
You know what I'm going to say??? 140 halberdiers are incredibly powerful (of course, with tactics and +2 from Mullich) - the random monster at the seer turned out to be 9 cyclops, they died quickly (only one halberdier took damage)... the fans, with skillful combat, also die with the loss of only one unit, and open the way to the hat and 500 halberdiers, so you get the idea, it's a complete massacre!!! The capkents also die quickly, and then the green hero dies... we build a GM1 and get a word of power and haste to experience for air and experience for earth... it's crazy...
14. And then we take everything, free Orrin and take his army, the main ones are 657 crossbowmen, we defeat the orange hero under the oil, protecting ourselves from meteors, and in the end, we approach the main city with 30 phoenixes, 1300 halberdiers, and depending on how the dragons join us on the way to the city, 10/11 azure dragons, 12-15 crystal dragons, 15-18 rust dragons, 12-14 wish-drakes, 350+ archers, 146 crossbowmen, there's not enough space for everyone... but the city is taken on auto-battle, because there's nowhere else to go, and we win...
The map is very simple and the possible actions of the player are not well thought out; there are quite a few flaws, unfortunately... and also the linearity... in general, you need to practice and train in map creation, read materials on this topic, look at map contests (here, on HW) and reviews of contest maps/judging them