Auto-translated
Here is another great place:
http://www.heroesportal.net/maps.php
And this is my map, "Irony of Fate":
http://alex-world.ru/go?down_fun_luck
http://www.heroesportal.net/maps.php?search=Irony
Map Type: Small (HMM2: The Price of Loyalty version, RUS)
Background:
Knight Alex stole the Great Staff from the mages. But the problem is that no one really knows how to use it. And then the allies declared war.
Description:
A classic confrontation between Knights and Barbarians. The Knights are limited in mines, territories, artifacts, and monster lairs, but they have extensive resources throughout their territory. However, almost everything is guarded. The map is designed specifically for a RUSH strategy: the player who breaks through to key locations faster and takes control of the situation will succeed.
The Barbarian territory is mainly guarded by goblins in large numbers, but there are also many mines and artifacts. When playing as the Barbarians, the computer usually visits you on the second week. But when playing as the Knights, the computer is frankly slow – it loses the main hero on the 2nd or 3rd day!
The players are deliberately isolated from each other. You can meet in three ways: defeat the guards near the keymaster's tent and remove the barrier, learn the Summon Boat spell and sail across the water, or rely on level 5 of the magic tower – the Dimension Door (which is unlikely in itself).
So, the highlight of the map is that the Knight initially has a Scepter +12 Spell Power, but has no offensive spells (at the start, it's even impossible to get a single Arrow spell). In this regard, attacking 2 paladins at the doors of the treasure chamber is not an easy task. And whether it is worth immediately attacking the titan before it multiplies is up to you. The Logistics and Diplomacy skills will be a great help to you!
The Barbarians are in a more favorable situation – they have a large army and mines. The more time passes, the stronger they become. Cities play a special role for both factions. Even if you put all your accumulated army, breaking through hordes of neutrals, in the city, everything will be more than compensated: in addition to free troops, you will have access to level 2 of the magic tower with essential offensive spells (and the Knights also have an Ice Shard nearby)!
In short, play and experiment! There are several options for a quick playthrough for each side!
My best playthroughs:
Normal difficulty: Knight (18 days, 140 points)
Hard difficulty: Knight (17 days, 177 points), Barbarian (17 days, 177 points)
Expert difficulty: Knight (18 days, 210 points), Barbarian (19 days, 208 points)
Impossible difficulty: Knight (19 days, 243 points), Barbarian (18 days, 245 points)
If anyone improves the result, I will add it to the final table!
Background:
Knight Alex stole the Great Staff from the mages. But the problem is that no one really knows how to use it. And then the allies declared war.
Description:
A classic confrontation between Knights and Barbarians. The Knights are limited in mines, territories, artifacts, and monster lairs, but they have extensive resources throughout their territory. However, almost everything is guarded. The map is designed specifically for a RUSH strategy: the player who breaks through to key locations faster and takes control of the situation will succeed.
The Barbarian territory is mainly guarded by goblins in large numbers, but there are also many mines and artifacts. When playing as the Barbarians, the computer usually visits you on the second week. But when playing as the Knights, the computer is frankly slow – it loses the main hero on the 2nd or 3rd day!
The players are deliberately isolated from each other. You can meet in three ways: defeat the guards near the keymaster's tent and remove the barrier, learn the Summon Boat spell and sail across the water, or rely on level 5 of the magic tower – the Dimension Door (which is unlikely in itself).
So, the highlight of the map is that the Knight initially has a Scepter +12 Spell Power, but has no offensive spells (at the start, it's even impossible to get a single Arrow spell). In this regard, attacking 2 paladins at the doors of the treasure chamber is not an easy task. And whether it is worth immediately attacking the titan before it multiplies is up to you. The Logistics and Diplomacy skills will be a great help to you!
The Barbarians are in a more favorable situation – they have a large army and mines. The more time passes, the stronger they become. Cities play a special role for both factions. Even if you put all your accumulated army, breaking through hordes of neutrals, in the city, everything will be more than compensated: in addition to free troops, you will have access to level 2 of the magic tower with essential offensive spells (and the Knights also have an Ice Shard nearby)!
In short, play and experiment! There are several options for a quick playthrough for each side!
My best playthroughs:
Normal difficulty: Knight (18 days, 140 points)
Hard difficulty: Knight (17 days, 177 points), Barbarian (17 days, 177 points)
Expert difficulty: Knight (18 days, 210 points), Barbarian (19 days, 208 points)
Impossible difficulty: Knight (19 days, 243 points), Barbarian (18 days, 245 points)
If anyone improves the result, I will add it to the final table!