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#4
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Armageddets
1. The option of clearing out unnecessary zones is interesting. Yes, perhaps that would be better. Although, making them bonus zones, considering the much more powerful guards, is also a viable option, in my opinion.

2. 4 teleports? Well, we'll have to test it. It might turn out like with the castles - when you place 4 in the center, the paths often break, and you end up with 2 sub-centers in the middle.
1. Well, I understand that the goal is to create a Jebus map, not just a template "based on Jebus." The second option is a trivial task, but the first one...

2. The paths can break with two teleports, one teleport, or even without any teleports at all (2 paths to the center, each leading to its own castle). With 4 teleports, it's even better - even if the paths break, at least something will remain.

We also tried to create a mirrored 8mm6a, but it didn't work out... even with formally the same zone-connection scheme, mirrored and non-mirrored templates have significantly different map structures. Specifically for the mirrored 8mm6a, there are only two connections between the planes, which is an unacceptable loss of game dynamics for XL+U. L-sized maps can still be attempted to be directly converted, but for XL+U, it's better to come up with a new scheme from scratch. And there are also doubts about whether a mirrored XL-sized map is needed; L-sized maps provide enough gameplay depth.

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