And I thank you for creating it and YES I enjoyed it to such an extent that I put it among my favorites.
1-2 days ago I watched a gameplay from your last campaign at a level which, according to some of the people who played the game, is quite difficult. There are certain similarities with the campaigns you have created so far, but it seems that with the March of the Horde you managed to shape your style of creating campaigns, which at least to me seems very similar to a part of the campaigns created for Wc3 versions up to 1.19 mainly:
- strong enemy units that require sustained hitting
- rugged terrain with many twists, turns, descents and ascents
- active opponents who, for better or worse, sometimes restore lost buildings and sometimes not. Specifically for MotH some completely destroyed buildings are being rebuilt but I don't know what because I didn't give them a chance to fully build them. I finished the game on Normal difficulty so that's how it turned out - with a very decent number of restarts ! I made a note to myself next time I play it on Hard difficulty to be very careful.
- no long descriptions in Chapter loading screen
- with a greater number of additional Notes of what to do and possibly what will happen to the items for example if you leave them in the wrong hero or unit
- with mainly one or two main quests which are subsequently gradually updated. My idea here is that there is an element of surprise, i.e. the quest is not strictly fixed from beginning to end, but develops later
I like all of that.
About MotH:
I liked the story. It could be told better, but whatever. There are many lines that I have seen in many places, there are also over-the-top lines, there are also exclamations that are supposed to create a humorous note, but to me they sound neither funny nor relevant. I liked Korgal's lines the most - somehow accurate and at the same time very real and on point.
In Enemy Land I think it was called - the level where you fight bears and elves all the time was the most problematic for me (before Grom and Samuro drink from the corrupted fountain). The items that store the character have always been important, but I couldn't finish this level until now because I didn't give Grom and Samuro the items with which they could withstand this strain. With the right special items the level becomes quite interesting and is passable by not very experienced players like me. It's a shame they lose them later. On that note,
Finger of Death: there are units at this level that you haven't marked as invulnerable to magic, and it doesn't deal any damage even though you can mark them with it.
Forest Shield gives +5 armor but does not actually count them in the character's status. I neglected to look at whether it accounted for the item's other characteristics in the status.
The 5 piece orb that Thrall collects you could add to his description that it allows attacking flying units.
Heroes: I don't know if the original idea was to be able to beat the whole map only with heroes, but on Normal difficulty that's how it goes. Maybe on Hard things will look more balanced. We will see.
Surprises: Several times the game surprised me very abruptly, which accordingly led to a Restart: for example, the meeting with Korgal's people before the battle with him (I must be getting this character's name wrong, but you know who I'm talking about).
Items, icons, hero abilities: I don't know if they have been around since the beginning or if they were added in the last 1-2 (or 3) years but 5+
Everything else I noticed is trifles and not worth paying attention to.
And in this campaign, there are many opportunities for improvements and correction of shortcomings, but even if this does not happen, I am still very satisfied. A very good second work with an upgrade in game difficulty compared to your first Human campaign.
Played on 1.30 with no gross or critical errors.