I like it

The heroes start with all their skills, making gameplay exciting from the start. However, it has some room for improvement, especially the ai.
From what I played, it seems that there are some issues with balance... the warrior's charge, and the ent's rock throw, usually deal enough to one hit kill casters...
Also, the ai is way too stupid. Too often do I see the ai running past creeps, or running back and forth between killing creeps and capturing taverns. Most of the time, the ai will even run to taven in the middle of fighting enemy heroes, usually leading to its demise. Also, support heroes usually prioritize allied creeps for their support spells, I never see them cast it on heroes. The base leader also sometimes wanders too far alone into creep lanes, resulting in it dying alone...
There are also way too many towers in base, which slows down gameplay by alot and makes it drag on... You should either reduce the amount of towers or lower their hp. I don't like the splash damage towers esp. because they can defend against pushes even without any allied heroes near them... Usually takes about 5-6 tries of running back and forth to kill the many clusters of 4 towers(2 guards and 2 rock towers, 1 of each on each side)... undefended...
And this is just a matter of personal preference, but I usually find blink on casters to be a bit op... Take akasha from dota for example. Because of her blink spell, the rest of her spells do alot less damage compared to other heroes... I think the same should be in here... Blink lets you instagib opponents without warning rather easily. But Idk my only experience has been playing with the bots, so maybe its more balanced against real players.
Also, I dislike being able to resurrect at level 1 with shaman, but w/e, personal preference

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And why do some heroes have more spells than others? That seems a bit unfair... like the ranger has only 4 spells, since the other 2 are just there to order your pet around.
Standard of war seems a bit useless, lategame you dont have enough slots for it, and 10% is enough of a bonus that any would care if you lost it.
Warrior seems a bit strong, he is able to deal just as much dps as other heroes, but 2x as tanky... With defensive mode 4x

And that charge.... such short cd, I just charge slam then run, wait for cd, charge, run, charge then slam... usually they dead without being able to do anything back. It should do less damage, or have more cd, or maybe not stun... I like Rage though, it forces the player to make some hard decisions coupled with offense/defense mode, but 50% attackspeed seems alot in this map, I usually get the thunder weapon and the attackspeed ring, for 90% ias fun ^_^
Necromancer's zombies also tend to block you alot, which is annoying because you cant control them to move out of the way

. I suggest you lower their collision size a bit.
There is also a bug with the item that turns you into a demon... sometimes when you use it and you select the hero, you can select it and control it, but you cant use any spells, and the icons for smart orders like move, stop, attack, patrol, and hold position are disabled... sort of selecting a ward(smth to do with independent summons maybe?

) However after reselecting the demon a few times everything was fine, so it's not that major.
Terrain was also pretty nice
So for now I give this map a rating of 3.5/5, rounded up to 4.
Also, technical question: how did you make Vexorian's independent summons compatible with 1.26 patch? That was a really great resource, and I'm sure me and alot of people would love to be able to use it again
