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“Best map for Heroes of Might and Magic III” (2009).

#9
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I've long wanted to share my thoughts on the topic of an "ideal off-tournament map," and this seems like the perfect thread. Perhaps together we could create something like a set of criteria or a "Guide." For now, here's a start:

Requirements for an Ideal Map

Playing through any off-tournament is, by and large, a test of players on three (just three!) parameters.
1. Knowledge of tricks
This parameter is ambiguous because beginners are at an obvious disadvantage here. But, in my opinion, such tricks should still be present on the map. Preferably, it's good to periodically insert something fresh, beyond the overused "speed boost on neutrals near the flag," etc.
2. Creative thinking
This is a very important section; I'll elaborate. Testing players on this point involves embedding certain ideas and puzzles into the map. The main condition (and the key difference from point 1) is that the solution must be logically deducible, meaning it requires not so much knowledge as the ability to think. Examples:
A) Entomb, map "6,5," genie + fire shield. A perfect classic example of an idea that is figured out by the brain and was intentionally placed by the author. Puzzles can even be hidden in the battlefield terrain, for instance, by placing a key neutral troop and, by changing the terrain type in the editor, achieving a specific battlefield landscape. There's one downside – not every mapmaker has an original idea up their sleeve. But there is another option.
B) Map from the "Best – 2008" tournament, scroll of "Water Walking." Here, the author didn't intentionally put any ideas in, and perhaps didn't even know his map would be used in an off-tournament. But. Even if in a potential form, the idea was embedded in the map. Conclusion. In the absence of ideas, while working on a map, you can insert several micro-bonuses that, at first glance, have no use. If none of the participants bite – no big deal, let it remain just a "map decoration," but perhaps this useless scroll, lonely unit, etc., will help someone come up with a super idea. Dirty used a somewhat similar technique in the map "Terrible Rumor." There was an opportunity to complete a quest to obtain Fly. And although no one, I think, found how to use it beneficially, it's great that the possibility itself was built into the map.
C) Map from the "Best-2009" tournament. If Dirty, when creating this map, had Vanechka's idea in mind, then this is a clear example of an anti-idea. Knowing that unit clones are successfully converted to undead after battle by the Cloak of the Undead King – this is pure knowledge; this idea cannot be deduced logically in any way, and in my opinion, building a map on such "ideas" is absolutely unacceptable. An analogy can be drawn with the selection of questions for "What? Where? When?" All questions based on pure knowledge are weeded out; any answer should be reachable through "general knowledge + reasoning."
3. Turn management technique
What is the best way to test this technique? If the map is for speed, the primary criterion gives accuracy to within 1 day. What about more precise? It turns out there is a way to test this with simply fantastic accuracy! For example, if a map is completed in 2 days and the average number of heroes is 30, then the total movement of heroes will be approximately 2 x 30 x 2000 MP = 120K MP. And the accuracy of the test will be within 100-200 MP!! That is, with an accuracy of 0.01%.
To achieve this, you need: a secondary criterion "Resources" + the highest density of resources on the map. Thus, any 100-200 MP saved through management will be immediately recorded in an additionally picked-up pile of resources. A similar level of accuracy is provided by the primary criterion "gathering undead with necromancy" with a sufficient density of neutrals. Only the time for gathering must be significantly less than the time required to gather everything else.
But the secondary criterion "Parameters" is not as sensitive; its calibration is much rougher. This was shown in the past tournament "Book of Water," where both winners collected the maximum, although the level of optimization was possibly different.

Technical Requirements

1. Map size – very small, object density – very high. The player should be able to completely replay the map countless times within 1 month in search of the optimal solution.
2. Variation in playthrough. Classic techniques – "A long path, but easy. A short one, but no one knows how to get through it." For example, a long land route and a short sea route. Or a short one too, but through a strong Garrison. Etc.

That's all for now. If anyone has something to add – write.