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When drawing spiral maps, I adhere to the following rules:
1) You need to choose a map template. (Although, you can generate a random one.) I take maps from "Heroes III: The Restoration of Erathia," sort them by file size. The first one turned out to be "Always Ready." So, I draw on that one.
2) Unfortunately, the map has too many strong monsters. Therefore, I have to remove almost all of them; otherwise, it will be impossible to pass! To prevent the map from being without monsters, I simply reduced the rank of all monsters by 2.
3) Then, you need to remove all players. I will place my own.
4) Choose the starting radius of the map. 1, 2, 3... If the map is called "3 Good to go 2," it means that the map "Good to go" ("Always Ready") was used as a basis, the starting radius is 3, and it resulted in 2 towns (i.e., one player).
5) By sequentially increasing the radius, we increase the size of the playable part of the map. We get a bunch of maps. "Real" or "training" ones.
6) Choose the number of branches. 1, 2, 3, 4... One branch means that the entire map is traversed in one pass. 2 means that we first go to the center and then back. Three means that we go to the center of the map, then back, and then again to the center along the branches of the spiral. And so on. (Think of spiral galaxies.)
7) Choose the map scheme. Using a single-spiral map as an example:
After one turn of the spiral, the spiral becomes closer to the center. The scheme chooses how much. The general rule is that the spiral should be dense enough (to cover as much area as possible and have the greatest length for the same area), and at the same time, the turns of the spiral should not overlap each other (on the previous branches) so that the spiral turns out to be at least approximately beautiful.
Examples of schemes: 1-1-0, 0-1-2, 0-1-1-1, 0-1-1-1-1, and so on.