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Jebus Cross

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#194
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I signed up for the tournament, thinking I'd have some fun. But then he showed up :smile47:. Basically, it's the same old story. It's a shame Wica wasn't on AIM – I talked to the person who showed me this map in the first place; they're a well-respected player on all the forums. If a Jebus map without a road or any path to the treasure on the sand is considered normal, you can just give me the loss. Because of this generation, I took a re111. We generated maps in turns. I already had the Jebus map downloaded, but I downloaded it from the first page of the thread – although it weighs less for some reason :confused:. In the end, the generation turned out to have almost no neutrals and nowhere to level up. The noobs ran around the map for 4 days with only 2 towns. This worried me because I've played this map 4 times and still don't fully understand the acceptable "weird generations," and I didn't want to end up saying after the game that I didn't have a real Jebus map, but some kind of unclear hybrid. We started looking for help together, and during that process, the same player told me not to worry – there was a valid reason for a restart: the starting hero was level 5. I didn't notice because I chose Tazar in the folder, and when transferring troops, I was looking at the items I was transferring and didn't notice that there were more skills. I rarely look at the skill bar; I prefer the single-hero menu. It seemed like a minor problem, but I've never been able to agree with Vigo.

If it's not too late and someone from other pairs agrees, maybe we can make some changes?