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Map
Map type
Multiplayer
Map size
96X96
Author
MARKELL KRAMMER
In reply to MARKELL KRAMMER
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#16
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MARKELL KRAMMER
13ga... you take the gameplay too seriously. You worry about which perks should be assigned, etc. I just decided to do everything in an unconventional way. Maybe, yes, there are some oddities. But extremes are good. It's true that saves can't be loaded, that's a problem. Although, strangely, when I replayed a battle, the saves loaded for me. The map is overloaded with effects, yes, that's true, I didn't expect it to be so intense. It's affected by many "childhood diseases"... I don't understand why. In general, let's just say that the map was made with the goal of seeing and playing something unconventional and rare. In general, some people will like it, and some won't. It's not perfect, but still... Thanks for the criticism.

Don't you also have the editor customized for the mod? Maybe all maps made with it simply won't load in Lords of the Realm from saves?

Added 13 minutes ago
13ga
I tried playing the map. Saves don't load, which is unusual for a map of this size. The fact that it's impossible to save is critical for me – I can't play without being able to take breaks. But even with a quick look, besides the aforementioned saving issue, it's worth noting the map's overload of effects. They are at least annoying and make it difficult to see the surroundings. Even if that's the intention, it needs to be worked on so as not to strain the eyes. The lighting situation also affects the stylistic aspects; the multiple exclamation marks are completely unnecessary. Regarding other elements. I tried playing as humans. Alaric's starting upgrade isn't great. Having "Retribution" at the start isn't very profitable (the army is small), "Magic Speed" would be much better. It's all fine, but there's nowhere to quickly get rid of this "junk." I would prefer a hero with just skilled attack, and everyone can choose the perks to their liking. The starting army surprised me. The presence of a Seraphim is at least very generous (even on "Hero" difficulty, it's not challenging), and the choice of specific upgrades is a matter of taste... but it seems to be in the "Monsieur knows a thing or two about oddities" category. I had a similar feeling when I opened Alaric's spellbook: there's "Freezing Touch" listed (?).
Overall impression: the map is a semi-finished product, affected by many "childhood diseases." It needs to be refined and refined.

That's too harsh. This is the author's first map, it's pointless to expect all sorts of bells and whistles in it right away, especially in the beta version. And even professionals sometimes have a lot of mistakes. The author thinks outside the box, has great potential, and everything else will come with experience. Why would Alaric need magic speed when he already has acceleration, and it's not difficult for a knight to get light magic? One of the slots will just be wasted. The army builds up quickly, and retribution pays off. And what exactly is wrong with the Seraphim at the start? It's not like giving an Archangel, if you have to choose between two upgrades, otherwise it will be too easy. And don't forget that the map is for Multiplayer. You can easily deal with hardcore troops, but what should the computer do? It will just sit in its castle until the end of the game. Here, if only you specifically make a real hardcore mode for two human players. But not everyone has the luxury of having a friend who can play well
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In reply to MasteR
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#17
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Juss456 ... yes, the map editor comes with the mod for Heroes. It might be tweaked to work with the mod in some way. This is most likely the reason why the saves are getting corrupted.
YAAAHOOOOOOO:smile14:
In reply to MARKELL KRAMMER
#18
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MARKELL KRAMMER
Not perfect, but still... ))))) And thank you for the criticism.
I agree. I'm glad that work on the map is continuing. My suggestions are to be more attentive and critical. Juss456 wrote very detailedly about the "childhood diseases" (message #8, starting with "More minor flaws"), and I decided not to repeat myself (I couldn't see everything myself).
Juss456
Too harsh.
Juss456, I have no doubt that this map is the author's first attempt. I am not against unconventional thinking, and even support it. This work is presented for public review and discussion, which implies that it is 90% ready, but in reality, it is just sketches and outlines for a future map. Accordingly, my assessment is that the map still needs a lot of work and should not be rushed into publication. Imagine that you came to a dentist to treat your teeth. He is a novice doctor and starts treating them in a way that is not quite right. This is already going off-topic, so it's worth wrapping it up. As far as I can tell, the author's ideas are already moving in the right direction.
It turned out to be long, I will share my thoughts about Alaric tomorrow, I apologize for the unintentional "novel with a sequel."

Added after 23 hours 6 minutes
Juss456
Why does Alaric need the speed magic when he already has acceleration, and it is not difficult for a Knight to get light magic?
If I remember correctly, Alaric has +1% acceleration per level. Having "speed magic" (i.e., 30% initiative right away), by level 10, he will be able to cast "acceleration" at the level of a skilled light mage. In 10 upgrades, you can easily get skilled darkness with "mind control." ("slowdown" is given at the start -40% initiative). This should be enough to easily pass through neutral creatures. I got to level 9 on this map in two turns. By that time, the castle is not built, and there are only starting troops. "Retribution" does not play a role in this case (even with skilled leadership, it will take almost a month to gather a significant number of troops), and Alaric's special ability combined with "BS" is already useful. Now, if you want, you can take light - skip the "righteous wrath" perk. Strictly speaking, the "archery" skill is the least suitable for Alaric, especially if the opponent is a Barbarian: only a miracle (like "empathy") will prevent the centaurs from going before the human archers, and little will remain of them. But starting with archers as a bonus and the archery perk is easier. That's why I wrote that it's better not to fill the slots in "attack" at the start. Everyone can decide for themselves what is more important in a given situation. Now about the bonus upgrades. We need to decide, are we for simplifying or complicating the start? Option one: then red archers, they are better in most cases, and add 2 adepts to them. These give a stronger "punishing strike" than seraphs, and they are easier to keep. Option two: white archers, without senior units. The infantry remains unchanged.
In general, the author of the map (and the map) has the right to decide what and how to arrange.
In reply to 13га
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#19
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13ga
I agree with Ku. I'm glad that work on the map is continuing. My suggestions are to be more attentive and critical. Juss456 wrote very detailed comments about the "initial flaws" (message #8, starting with "More minor flaws"), and I decided not to repeat them (I couldn't see them all myself).

Juss456, I have no doubt that this map is the author's first attempt. I'm not against unconventional thinking, and I even support it. This work is presented for general review and discussion, which implies that it is about 90% ready, but in reality, it's just outlines and sketches for a future map. Therefore, my assessment is that the map still needs a lot of work and shouldn't be rushed for publication. Imagine you go to a dentist to treat your teeth. He's a beginner, and he starts treating them in a way that's not quite right. This is getting off-topic, so it's best to wrap it up. As far as I can tell, the author's ideas are already heading in the right direction.
It turned out to be long, I will share my thoughts about Alaric tomorrow, I apologize for the unintentional "novel with a sequel."

Added 23 hours 6 minutes ago

If I remember correctly, Alaric has +1% speed per level. With "magic of speed" (i.e., 30% initiative right away), by level 10, he will be casting "haste" at the level of a skilled light mage. With 10 upgrades, you can easily get skilled dark magic with "mind control." ("slow" is given at the start -40% initiative). This should be enough to easily defeat neutral creatures. I got 9 levels on this map in two turns. By that time, the Castle is not built, and only the starting troops are available. "Retribution" doesn't play a role in this scenario (even with skilled leadership, it will take almost a month to gather a significant number of troops), and Alaric's special ability combined with "Battle Spell" is already beneficial. Now, if you want, you can take light magic - skip the "righteous wrath" perk. Strictly speaking, the "archery" skill is the least useful for Alaric, especially if the opponent is a barbarian: only a miracle (like "empathy") will prevent the centaurs from going before the human archers, and there will be little left of them. But starting with archers and the archery perk is easier. That's why I wrote that it's better not to fill the "attack" slots at the start. Everyone can decide for themselves what is most important in a given situation. Now about the bonus upgrades. We need to decide, are we for simplifying or complicating the start? Option one: then red archers, they are better for most cases, and add 2 adepts to them. These give a stronger "punishing strike" than seraphs, and they are easier to keep alive. Option two: white archers, without higher-tier units. Knights without changes.
In general, the author of the map (and the map) has the freedom to decide what and how to arrange.

This is all good, but who should be sped up at the start of the game if the red archers do all the "work"? Griffins already have high initiative, knights and peasants are just observers, there are no knights, seraphs can only cast a spell once, etc. It turns out that at the beginning, there will be little difference between a regular and a mass haste spell.

I think most players choose Light Magic, with or without Dark Magic, for the knight. It's good if you can get Dark Magic after 10 upgrades. I got it for the first time around level 20. But if you can get light magic + righteous wrath (in my opinion, the most effective of the 3 basic perks of Light Magic) after 5 upgrades, then the magic of speed will simply take up a valuable slot until a mentor is found. Regarding retribution - with 3 units of battle magic, this perk is as effective (if I understand correctly) as the skill itself. This is at least very good in battles with enemies that have high resistance to one or another type of magic (like orcs, for example).

Although I agree that the perks could have been left out for the hero, because 1) it's still a matter of taste, 2) there are too many abilities for a level 1 hero, starting around level 28, all slots are already filled
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#20
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It turns out that at first, both regular and mass acceleration have almost no difference.
I think the author meant that he's generally saving on light magic. And acceleration through the speed spell would be an advanced option, which is significantly better than simple acceleration without the light skill.
 

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#21
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Dear players, I will soon edit the map, upload an update; I've already made some progress... I don't have much time... and I'm also working extensively on a new map... it's about 30-40% complete...
YAAAHOOOOOOO:smile14:
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#22
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The map is excellent! It runs without crashes on the regular version 3.1 and, of course, on the Eve expansion, which is the version it was created in. Saves work on Eve, but for some reason, they don't work on the regular version.

Added 2 minutes ago
MasteR
In short, I finished the map. If someone told me this was someone's first creation, I wouldn't believe it! But in any endeavor, the first attempt isn't always perfect, and there are some flaws here that can be easily fixed. Let's go over everything in order.

I started playing, randomly choosing Orcs (I don't like Orcs). But thanks to the hero's abilities, I quickly leveled up, and I even enjoyed it, getting into the game. I swept away everything in my path, and my army grew very quickly, but I ran into strong monsters, so I decided to replay and... saves didn't work. I had to start over, playing as Humans. Everything wasn't as great here. Alaric is clearly weaker than his opponent at the start, and this needs to be fixed. But I continued to move forward persistently and chose Dark Magic without thinking. And then Light Magic too. And then a Fallen Knight and Twilight... And in the city, I also got a bunch of Light and Dark magic spells. And then I found the Book of Darkness. In general, I ended up with a light-dark mage who was bullying all the creatures. The only exception was the undead, which I encountered too often, and on which you can't even cast Dominate (Control). I had to constantly resurrect everyone. Next, there was something unclear. I went to the top of the volcano and saw 3 stacks standing there - devils, lords, and succubi. I clicked on the Devils - they were inaccessible. I defeated the lords and succubi, and the devils became available. I got the Angel Wings and don't know what to do with them. Alaric couldn't fly anywhere with them. I took them off and went to visit the Orc. He turned out to be very cowardly, he didn't even pass the first barrier. In the end, the battle with him turned into beating up a baby. I'm posting screenshots and recordings of the battles for clarity. I think that if this wasn't AI, but, say, I was playing as an Orc, the battle would have been very epic, and I probably wouldn't have won with Alaric. Unless Dark Magic helped.

Regarding the design: excellent landscape design and artwork. You won't know how difficult it is to draw everything so that it all looks harmonious and diverse, without sharp transitions from one terrain to another, until you try it yourself. The only exception is the volcano. IMHO, it should be slightly reworked with the Smth element in the editor, as one side is too sharp, and the Inferno stone texture doesn't look good in relation to it. Otherwise, everything is good, the airplane fits perfectly into the picture.

There are a lot of effects. Sometimes it looks very beautiful, and sometimes it's an obvious overkill. This was especially noticeable at the top of the volcano, where there were so many lights that I couldn't see anything. I had to feel my way around. It would be good to clean it up. I think that if you remove a quarter of the effects, the map won't lose anything.

There are also some minor flaws: 5-6 times I encountered buildings that were poorly positioned, and the hero had to go almost all the way around them to click on them. The creatures guarding the dwellings of levels 4-7 were weaker than those guarding the dwelling of level 3. The creatures guarding the Ring of Dragons were weaker than those guarding the Ring of Lightning Protection. In general, there is still some work to be done here. You can even increase the level of the neutrals. The artifacts Princess Aeliana and Frida are not needed on the map; they should be banned. It would also be good to ban all books with magic.

In general, I finished the map in one go, without saving. Everything was great; the only thing missing was an epic battle at the end. If you tweak the map a little more, it could become an awesome multiplayer map! The design is impressive; I'm afraid to think how much time was spent creating all this. I don't think I forgot anything. Edit it and release a new version; I'll play it again.
I agree; the author deserves a big thank you for the tremendous effort.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)