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On 99% of the forums, games follow the same pattern/size/difficulty, and tend to involve close interactions, so the tactics lean towards rushing, continuously until the end. This, of course, looks very impressive and is quite competitive, but playing dozens of times in a row on practically the same map (and all development is based on this) – honestly, I don't understand how it can be interesting. It's like a duel with elements of roulette. You play, you recover, you reach the final, you play, you recover, you reach the final – how romantic! This, of course, develops skills and requires a certain level, knowledge of tactics for all factions, but on the same maps... only the monsters/heroes change.
+ The 2SM4d(3) map itself shocked me – we played it 3 times, and each time one player got 4-5 air units (I know, it's an Asymmetrical Castle, but still), or 3 Mind Benders, or 3 Necropolises + Medusas + Gnomes, while the opponent had only 1 Necropolis, and that one was deep in the snow on a secondary location. :smile15: So, there is often a strong asymmetry. Maybe this isn't so noticeable to skilled players, but why strive for this?
I can't offer an ideal solution for players of all levels, except perhaps to use the default maps – they are at least random, but even they don't always have symmetry.