Play as Good or Badl, but watch out for the Uglyl!
Northern lands ruled by evil.
Central lands ruled by neutral.
Southern lands ruled by Good
Unite the surface for the final battle agaisnt the underworld.
Author: Vrag, 27-05-2025 21:48 Было интересно - The Good-The Bad-The Ugly Неспешно прошёл карту, можно было бы и быстрее, но я просто получал удовольствие и никуда не торопился. Для тех, кто играет не очень хорошо, думаю, карта будет неплохим вызовом.
Author: gr0mph (France), 27-05-2025 00:05 Like Good work - The Good-The Bad-The Ugly Compared to the other maps on the site, this one deserves attention not for its difficulty, but for the fun concept of the wheel (spin the wheel and you'll win. With 0 likes currently, even though its downloads are starting to increase, it deserves 1 like).
I didn't give up, even though victory was obvious when I discovered the cloning spell.
The weakness of this map is its number of forbidden items...
It's impressive, the number...
- No tavern... How annoying when there's a way to limit the number of heroes a player can have, even if it can create a warning when validating the card. (And why does Dungeon have one?)
- No artifact combos...
- 1 cape for the bad guy, 1 horn for the good guy, 2 completely useless artifacts, because by the time you can finally devour these two artifacts, the game is long won. - No spells, even Armageddon is forbidden...
Finally, here are some ideas for improving the map:
- The map is slow to play due to the lack of portals; the islands require many landings. The lack of lighthouses, fast currents, or the two artifacts needed to assemble the Admiral's Hat detracts from the experience.
- City portals near cities are a great idea, but when the enemy can't get close to them, it can literally eliminate a threat; they might decide to use the portal instead of attacking. Replace the white border guard with the white border porter.
- Not enough black markets, or no way to buy artifacts during the game... Frustrating!
- The enemy has too much trouble getting out of their maze; plan for an immediate exit when casting the city portal spell.
- The cost to partially obtain the Angelic Alliance is too high and too painful. Personally, I didn't need it and I didn't unlock it...
- It would be interesting if, on your map, when the player starts with their hero, the hero camp were posted with guard quests (for example, request the scroll of blessing for the good guy, the scroll of curse for the bad guy). Each guard quest would indicate the hero's name or characteristics. Finally, you would decide the number of scrolls and therefore the number of heroes the player can have in their starting party (and therefore in their final party, since you want to limit the number of heroes).
- Lots of little details...
Greg writes:
27-05-2025 13:42
Greg - The Good-The Bad-The Ugly
Thank you for all the valuable info. This will help to shape future maps.
Author: 32167, 25-05-2025 12:41 -- - The Good-The Bad-The Ugly Well made map, beautiful, has an interesting idea. But the level of difficulty... If it were increased several times, the map would become really interesting.
Greg writes:
26-05-2025 02:28
Greg - The Good-The Bad-The Ugly
Thanks for the feedback. It helps shape future maps. In your opinion what would have made the map more challenging for you and would you consider yourself a very skilled player or above average? Thanks again for the feedback.
32167 writes:
26-05-2025 13:07
-- - The Good-The Bad-The Ugly
I played for Good, so I"ll write suggestions from the point of view of this option. Two spells make AA almost invulnerable - Clone and FF. I got them right away, in the starting castle... It would be more difficult if the Clone could only be obtained in one of the Titan cities, and the FF from the barbarians.
Titans and Barbarians do not harm the army - one of their heroes could be given the Ring of Oblivion, another the Recanter's Cloak, e.t.c.
Barbarians and Titans are isolated and locked near their towns - if they had received TP through an event, it would have been more difficult with them.
For a human player playing for Good or Bad, limit the time (or put double gates in the passage that require visiting the key keemaster's tents in the territory of the Titans and Barbarians) to get a second town.
And for AI, on the contrary, make a passage to the second town through an event that will kill the human player. In a similar way, it would be more interesting to make the passage open for AI to COUK and HOTA from the very beginning.
Make two super powerful static bosses in the final AI towns in the dungeon.
The intermediate bosses turned out to be quite interesting, but they could also be adjusted. I was inferior to the AI hero in secondary skills by half. The enemy's first aid tent helped me hide AA and protect htm with FF. If the AI had started hitting me with magic instead of summoning elements, I would have lost this battle...
And so the AI hero spent all his mana on elements, and I easily beat his army with only AA.
For this I needed only 3 spells: FF, Clone and Frenzy.