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Full mirrored Jebus Cross with two portals from center to opponent's center and an additional portal from your own spawn directly to the opponent's center. This way, everyone will have the opportunity to exit not only into their own center but also into the opponent's. Additionally, in all zones except your own, guards are strengthened to 120k to speed up the game and reduce powering up.
Mirrored Jebus Cross with exit to opponent's center

Added after 7 minutes
In my opinion, it hardly makes sense to tailor all templates to this principle. Some, like Jebus Cross, h3dm1 - yes.


In the given template example, there is actually no structural change whatsoever. The computer colors are different only for technical reasons. What you call crossing is the only acceptable method of mirroring: mirrored zones should not be connected to each other, and if this is unavoidable, they are connected by two pairs of teleports crosswise, as on Jebus Cross. It was already explained by Vik above why that is.

That is exactly why I am immediately making several versions of the template with connections. Each person chooses the version they consider best. You cannot impose your point of view on others. I see no point in placing 2-4 portals in every zone except the central three (a bunch of portals to the same zones, additional blocks due to their guards, other road junctions, less space for objects, etc.), and crossing connections, for example on one of the 8xm templates, could significantly drag out the game due to the increased distance in the number of zones from the opponent, resulting in a different template. I advocate speeding up the game process, but if mirroring significantly changes the template's layout, I would rather give the template a different name than call it the same. 8mm - it mirrors perfectly, and crossing is not as significant there, of course, and on similar symmetrical templates with an equal number of zones to the opponent and computers.

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