Dima, do you think we cut corners? Honestly, without "Titan's Thunder," I didn't think it would be possible to create something in just two days.
It seems to me that almost everyone worked diligently, but each focused on their own part of the map, without noticing or implementing (for various reasons) the entire theoretically possible range of actions. But within their own "event horizon":) everyone worked hard and to the fullest extent.
P.S. A few requests.
To Dirty Player:
When organizing the next tournament, please consider the general "formula for success" that was discovered in this tournament and formulated by Nzol, which applies to both beginners and experienced players:
"...suggesting a map that is guaranteed to attract a large number of participants - small, with easily achievable objectives, and a huge number of options. This factor played the main role in attracting Heroes players."
To Vbn:
To attract and help beginners progress, don't limit yourself to describing the walkthrough with just dry movements of the heroes. They won't tell beginners much. Instead of the standard "Bought Pier (Dessa)," please provide explanations. Why Pier specifically? For what purpose? For what task? Why does Jelu take chests at the start, and Pandora takes Bronkhild. And so on. After all, the main thing in learning is to grasp the general ideas, and the technique will come with experience.