Mysterious is the city of Malkuth and strong is the magic that is hidden behind its walls. Find your way to the Uderworld before the Evil of all times completes the ritual and suffacates the Seed of Life. You have Nine months to crumble down the walls of Malkuth and stop the plague. Go now, Mortal!
Author: Karl K (Timonium, USA), 15-09-2024 10:49 Like The entire map is in the sweet spot - Descent to Malkuth This map by Fawahar had several ideas I've never seen before that added a lot of fun and replay value.
Things I loved:
1. Limiting heroes to level 10. This really keeps the game in the sweet spot where any hero has a chance to win any battle, not just your super-leveled original hero. Since you can't max out all skills, the map author put expert skills in some quests and secrets which is a great reward. Your heroes become very different from each other rather than all having the same maxed out skills.
2. Custom heroes. The author completely replaced the list of heroes. The new heroes start with extra skill levels, stats, and spell points. This works great with the limited levels since you start in the sweet spot for a fun hero and stay there. It's more like level 4-14 than 1-10.
3. Secret squares. A lot of unmarked squares on the map have random encounters or random treasure. This adds to the replay value because you start to guess where there might be one, and you might find different stuff each playthrough.
4. You have real freedom of movement – I took completely different paths on my second playthrough. Having just one city of each type contributes a lot to that since you can have equally good armies from any tribe, and don’t have to do too much ferrying units.
5. I enjoyed the mini-story where you rescue a hero from prison, then a quest near that hero's hometown gives that hero creatures who rally to her side to take back their home. That's a lot cooler than just a random prison.
Things I would change next time:
1. Tell the player that heroes are limited to level 10 so they can make good skill choices on first playthrough.
2. Toward the end you’re almost out of heroes and keep cycling through the last 2-3. A few more heroes would also add some variety to the second playthrough.
3. Add some hints on the quests to help find secret squares. About 1/3 of the quests I never found the item. The quests and items are also so far apart I never turned in half of them.
4. It’s interesting that you get almost all your resources by fighting for them instead of mines. It probably makes the computer more efficient at reconquering because it doesn’t have to retag all the mines. I always had a lot more resources than I needed, but it could have been fun to make them scarcer, so the player would be like “I want a Mage’s Guild, I need to go fight for sulfur.”
5. Make the underworld more difficult – I never ended up doing any of the “get 45 monsters” quests because I didn’t need help to beat the map. (I won on turn 69 – Month 3 Week 2 Day 6.)
6. I would disable Dimension Door and Town Portal – just takes the challenge out of the underworld. I quit my second playthrough when I got Dimension Door.
I will look for more maps by Fawahar to play in the future. Very fun design.
fawahar (bulgaria) writes:
17-09-2024 13:24
hi! - Descent to Malkuth
Thank you for your kind words and useful feedback! this was actually my first map and is old as a bat (was made 2013-2015 or something like that). at some point it was incorporated in the campaign "The Coming Home", I can recommend. It's a some longer journey with similar ideas and design, cheers!
Karl K (Timonium, USA) writes:
18-09-2024 07:27
- - Descent to Malkuth
I downloaded your campaign, thanks for the tip!
This map was included in heroes3wog's handpicked "List of 101 Heroes 3 maps" in 2022 -- that's where I found it. So I may be one of few who reviewed it here but I know I'm not the only one who loved it. Glad you're still online to hear the belated praise you deserve.
Author: Lukasz (Poland), 10-06-2023 21:47 Ok, but not the best - Descent to Malkuth Overall map is ok and playable, but some things are too random and annoying. Some resources are guarded with random army, some annoying ambushes and sometimes quite strong guardians protect something worthless and it dissapoints and disturbs ballance. With decent army it gets better, but still deserves v2 to be perfect.
fawahar (Bulgaria) writes:
12-06-2023 13:04
re - Descent to Malkuth
hi, Lukasz! I appreciate your honest opinion and I must agree 100% with what you say. Thou, I would like to add and share some of the reasons the map is such as it is.
As map creator I have a very unique style of making maps. I focus mostly on the "players's emotional journey" and its up's, downs, pitfall, glory and even shame. I like to destroy people's expectations and leave just enough "good" to shine amongst the havoc and chaos of my maps. I realize that this is very one sided way of making things, being contrary to "order style" maps. In that regard I allow anyone from the Heroes 3 community to take and rework any of my Homm3 maps and make them "different", opposite of what I create. That way players will have a choice to experience these maps in better variance, and find the style it suits them more, while establishing a brand new way of Homm3 map making - map reworking, as I seriously think that map reworks by different authors can be a big thing for the future of Homm3. I literally have very little time, considering my energy consuming hobbies to do these things myself, so I only can call for it on the forums/sites around.
On more personal side, playing a hard-designed map like one of mine is a test to the player's integrity and flexibility. I think that anyone who managed to play my content have gained something related to personal growth and improvement, apart from the expected "pleasure to play homm3 map" he came first had.
Thank you for pointing at these facts so I can elaborate on the details behind them. And to you and anyone who might be interested, I thereby announce full support to any rework and re-upload of my map with or without credits given.
Good luck and see you around!
Author: labrice (France), 23-05-2023 10:44 Like Nice map - Descent to Malkuth Very nice map, really nicely designed and the challenge is perfectly balanced.
However the guards on the ressources are annoying, and grail is unreachable for what i experienced.
Loved to play through it though
Author: Chan (Rabat), 20-01-2019 12:44 Like Very Nice Map - Descent to Malkuth Did it with the Fortress after failing with RP, sweet battle at the end and many traps inside :) 10.10
Author: Fawahar (Varna), 07-12-2016 18:13 Author - Descent to Malkuth I would challenge the already experienced players with the map. There is hidden Tome of Earth Magic and Spellbinder's hat. Try finding them without looking at the editor. Tavern rumours and random creatures may have some info to help you on that quest.
And as always, Beware the Nasty Gremlins!
Author: bigcitymama (greece), 05-12-2016 17:49 not bad - Descent to Malkuth good map and different for different fraction .
i thing rambage has advantage + no danger from AI
Author: Daniel (Athens.Greece), 02-11-2016 23:39 Quite fun - Descent to Malkuth I have to admit that I lost the first few times while trying to capture the city, yet once I got the map it is piece of cake. This things with the levels is a bit hindering, thus I had hard time. And is not super balanced starting places, but the detail level is top, Thanks and keep us with the maps!!
Author: Egis (Lithuania), 21-10-2016 11:25 It is good map - Descent to Malkuth Thank you. I have captured castle on 200 % difficulty.
Descent to Malkuth walkthrough
Note: In this version of the map, Before clicking "begin" at the town choosing screen, It fails to load the scenario description in the top right corner, due to some of the heroes are disabled permamently. If the game reads this as an error, it will show a message, instead of the scenario description. However this will not affect the map in any other way than cosmetic. If a player would like to fix this "bug", he can enter the editor and manually activate several of the disabled heroes. The best would be to activate them with the option to be owned only by the pink and orange players, as they are "only CPU", and this would not make the game imbalanced, or worst destroy the background story of the map. There is a chance I am sending the version of the map where this was done by me, sadly at the moment I have homm 3 only on my tablet (HD edition) and can't check it myself. Anyway it's a good map and the fans will love it, I'm sure.