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Walkthroughs for custom maps.

#3069
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kolotok

But the idea of killing enemy heroes with Caitlyn is super! I just didn't think of it. I think they can be killed this way at the start, and nothing critical will happen later if it's done at the beginning of the game. It turns out that with this arrangement, you can reach that southern closed respawn much earlier and kill Gunnar without an army, if he's still hanging around Caitlyn.

Still, from a speedrun perspective, this turned out to be a mistake. By week 6, day 1, I cleared the entire accessible map, leaving only 2 anti-magic mains, but they don't cause any problems. And suddenly it turned out that there's no way to get to the southern underground respawn, because the defeated computer didn't open the brown pillar and didn't clear the water obstacle. I'll have to go through 7x9999 azure dragons on cursed ground - it's hard to even imagine how many months it will take to stockpile enough meat to break through them.

Added after 1 hour 24 minutes
I want to recommend a new direction to mapmakers. Along with the map, create a starting save. Firstly, this will avoid unnecessary randomness at the start, both for the author and the players. Secondly, the game allows you to plant many features in the save using a hex editor that simply can't be implemented on the map. For example, you can give a hero any level, up to 32767. Or equip a hero with an impossible combo of artifacts (alliance + aotd). Or draw two Tazars on the map that you can play simultaneously (you can do this in the map editor too, but only one will remain when the game starts). In short, the scope for creation and imagination is significantly wider.