The Heroes in Ashfordania want to crush you to
death. Find some willing creatures to join you in
your quest. Beat a path to the hero's door, and
make him beg for mercy!
Creature Pool: Troll, Dragon, Demon Spawn, Fly, Dark Mistress, Warlock, Bile Demon, Beetle, Spider, Hell Hound, Orc
The player starts allied with the Blue Keeper to the east and cannot make imps or research the create imp spell. He can't build a library either, but a neutral one is located next to the portal, a bit hidden.
A single face of gems is located close to you, but will be guarded by mid-level heroes. However, your ally will soon go for it and will be a pain in the ass. Since you can't build a workshop until you claim one, gold will be a problem soon and so the next target will be the two faces of gems located north west. Going there will eventually trigger a powerful hero invasion so be prepared for that.
The map is a bit chaotic and nothing is really clear. Neutral imps are located in random places, and the imp spell is even worse. You could even lose access to it if Blue goes here first. There are random pockets of heroes guarding nothing and as Loobinex said, you unlock things without knowing how (creature level limits, spells, etc.)
Having to defeat Blue to win is another mystery you'll have to figure out on your own. The map also suffers because of the OP rooms but that's to be expected. Way too many traps too, including neutral ones that will harm/slaughter the heroes at the fortress' entrance.
Overall this is not a bad map, so I'll give it a 3/5. 2/5 difficulty for the beginning until you can make imps.
EDIT: The script also has mistakes in it, and a message tells you to help your ally before it is too late when in fact you should let him die/kill him yourself.
I played the map 10 years ago, and it was certainly a cut above the average user made map of the time. The map is extensively scripted and has been given a complex layout. There's a lot to critique as well though, on my first try I went north-east first and apparently triggered an action point that made an army of level 10 samurai and other heroes invade that was larger than my army of low level dragons and insects at the time. On a fresh attempt I went east instead and was never really challenged. As soon as I got a prison I could pick off the many small pockets of heroes and convert or skeleton them and even the large hero parties were never much of a problem. There was enough to do on the map that it never went boring though.
What would be better is if the objective told me I had to defeat blue. Blue is your ally so this is not obvious at all. Also there are many things that suddenly happen trough the script that you don't know how/what or why. Many units have a max-level at first, but that stops at some point for example. I also got access to new research without knowing how I managed that.
This map is very chaotic. Many pockets of lava, water, or just spaces with neutral creatures, spells and other stuff. You have warning about heroes incoming but you have way too much time and you can safely train like 13 mistresses. If thats not enough to kill everything with help of some tanky creatures like dragons, you can make pretty much unlimited skeleton army. There is also Blue keeper which you are allied to, but heroes destroyed him pretty much instantly.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
That one is kind of unique.
The player starts allied with the Blue Keeper to the east and cannot make imps or research the create imp spell. He can't build a library either, but a neutral one is located next to the portal, a bit hidden.
A single face of gems is located close to you, but will be guarded by mid-level heroes. However, your ally will soon go for it and will be a pain in the ass. Since you can't build a workshop until you claim one, gold will be a problem soon and so the next target will be the two faces of gems located north west. Going there will eventually trigger a powerful hero invasion so be prepared for that.
The map is a bit chaotic and nothing is really clear. Neutral imps are located in random places, and the imp spell is even worse. You could even lose access to it if Blue goes here first. There are random pockets of heroes guarding nothing and as Loobinex said, you unlock things without knowing how (creature level limits, spells, etc.)
Having to defeat Blue to win is another mystery you'll have to figure out on your own. The map also suffers because of the OP rooms but that's to be expected. Way too many traps too, including neutral ones that will harm/slaughter the heroes at the fortress' entrance.
Overall this is not a bad map, so I'll give it a 3/5. 2/5 difficulty for the beginning until you can make imps.
EDIT: The script also has mistakes in it, and a message tells you to help your ally before it is too late when in fact you should let him die/kill him yourself.
Looking at the script, I am not even sure it was intended that you had to kill blue to win.
I played the map 10 years ago, and it was certainly a cut above the average user made map of the time. The map is extensively scripted and has been given a complex layout. There's a lot to critique as well though, on my first try I went north-east first and apparently triggered an action point that made an army of level 10 samurai and other heroes invade that was larger than my army of low level dragons and insects at the time. On a fresh attempt I went east instead and was never really challenged. As soon as I got a prison I could pick off the many small pockets of heroes and convert or skeleton them and even the large hero parties were never much of a problem. There was enough to do on the map that it never went boring though. What would be better is if the objective told me I had to defeat blue. Blue is your ally so this is not obvious at all. Also there are many things that suddenly happen trough the script that you don't know how/what or why. Many units have a max-level at first, but that stops at some point for example. I also got access to new research without knowing how I managed that.
This map is very chaotic. Many pockets of lava, water, or just spaces with neutral creatures, spells and other stuff. You have warning about heroes incoming but you have way too much time and you can safely train like 13 mistresses. If thats not enough to kill everything with help of some tanky creatures like dragons, you can make pretty much unlimited skeleton army. There is also Blue keeper which you are allied to, but heroes destroyed him pretty much instantly.