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Duel map for Heroes of Might and Magic III.

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#17
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Message from K0Lb@zzeR
I would like to ask the participants of this tournament to share their thoughts about the map here.
In my opinion,
the map itself is quite nice and well-made, but it feels a bit empty in places. The weakest part of the map is definitely the quests; I didn't quite understand what their purpose is, both in single-player and online modes. However, I liked the exploration aspect. The portal system, the small amount of water, the penalty surfaces, and the roads – all of it fits well.
As practice has shown, the map is well-suited for single-player; it offers many more development paths than it might seem at first glance, and they are all quite different, which is the most important thing. But it's not entirely clear why the starting diplomacy was removed for the tournament. As a result, we had to spend several (on average) hours digging through a lot of heroes. It was quite a test of endurance. The large number of potential battles at the limit made the map quite difficult, perhaps even too difficult for a regular tournament (which is why not too many people submitted their final results), but we don't seek easy paths, and for a larger tournament, we can make it even more challenging.
The map is also well-suited for a long online game, but you need to start with a fort and ban Diplomacy. And, perhaps, Necropolis should be banned as well.