![]() And the remaining player (Green) is located in an isolated pocket (no Dimension Door in the entire campaign), so not possible to defeat all enemies.Īll in all much more exciting than the vanilla campaigns, and you even keep most of your troops (but no artifacts). I checked the editor and the victory condition is clear, so I'm not sure what's causing this. Unfortunately it didn't end when I defeated Dragonrife, nor when his faction (Red) disbanded. In many ways the best HoMM 3 map I ever played and it (Conflict of Destiny) is also available as a stand-alone map, and with a WOG version (or just played with WOG?). There's also some C&C where you can use some artifacts to open more than one quest guard. The fourth map is an XL map and very ambitious, with lots of quests (some of them very involved), quest guards, border garrisons (some which you can never pass), some huge monster stacks (like a stack of Fairy Dragons having grown 20% each week to a couple of hundred), and epic battles. But still a good map despite its premature ending. But events suggest you are supposed to land on the south shore and rescue Lance, and in the end I never did that, and the map ended seven days after I conquered all enemy castles. On the south shore is a very powerful enemy hero (I lost on two tries, but could probably defeat him with very heavy losses), so I landed on the north shore and defeated the weaker heroes there. At one point you are sailing down a river and can land on the north or south shore. Very nice map, but could be better "scripted". Third map is bigger and more ambitious, and you start with Sari and Lance imprisoned, and their friend Kyllian who was killed and returned as an undead, have to rescue them. The enemies are not allied, though, so they never posed much of a threat. You have one ally (Lance) and play as Sari, against two enemy players. ![]() Second map is a rather small strategic battle map. ![]() Unification of Rife by Rife aka Ivan Gabriel Restoįirst map, playing the Wizard Rife who is searching for a nice present (an artifact) for his sister Sari, is extremely slow if playing on Impossible since you start with no Fort, but since there are no opposing players there's no rush (except to try to get a good score). Not very many worthwhile ones have been made compared to single maps, despite making them not requiring extra skills. Overall a terrific map, but probably one you should "save to last", since I fear most maps will be rather an anti-climax after this one. Using Sacrifice on expendable stacks and Cloned Arch Angels for more mana efficient Resurrection. Parking a stack before the castle gates when attacking a castle to prevent sallying forth.Ĭasting Earth Quake when defending to destroy own turrets that wake up Blinded enemies. Normally I buy all troops I can on day 7 and accept Plague if it happens. Using Dwarven Treasuries, don't buy troops unless you really need them, and if Month of Plague reload and then buy as much troop as possible. I found myself using tactics I've never used before, like: For example the first enemy you have to defeat can only be realistically beaten if you defend behind walls, since otherwise he will cast Expert Haste and 55 Chaos Hydras will decimate your army. My main criticism against this map is that it's a bit unfair and you are forced to cheese it, and even do some meta gaming. There's also some silly humour thrown in, but on the flip side the serious writing is not bad and even better: it's concise. The Fortress heroes and cities have French names, the Towers German, the Rampart Italian and so forth. The various factions are based on different national stereotypes, which may offend the sensible (to good taste or for just being sensible). You can't afford pyrrhic victories since the next fight will be even harder. It's all about decisive victories against superior enemies. There are at least three different versions of the map, though, the main difference being the army composition of the main baddie. On the minus side it means it's not very re-playable. On the plus side it provides a constant high level of challenge. So the map maker has gone out of his way to control the flow of the map. It is mostly linear, having to defeat specific heroes, or offering specific items or creatures to quest guards to progress, and for most of the map you'll control only two heroes. ![]() It follows in the tradition of the classic Lord of War, with a premade hero and most of the creatures and many of their dwellings appearing by timed events, the ones for creatures repeating. It will rip storyfags several new butt holes in which to be sore. One of the legendary HoMM 3 maps, this is an XL map of epic proportions and difficulty, and only recommended for hardened veterans. ![]() Unleashing the Bloodthirsty by Andrew Tanzi ![]()
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