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#37
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Dyrman
Wow, I somehow missed the discussion here. :)

jjoker is right about the latest Heroes games, as this was already discussed in the thread.
In general, I always create complex maps, which I then simplify at the request of players. I only play through my own maps (and only my own) on the Hero difficulty setting occasionally. I always play through all maps on Veteran difficulty, and if they are passable, I upload them. (I consider myself not a very strong player, so I leave the "Hero" difficulty for stronger players). But some maps have flaws, both in terms of AI and other aspects, including author-created ones, and sometimes complex maps become easier because of this.

P.S. I have an idea for the next map, where the map will be even larger, and therefore have a more diverse tactical component. (Difficulty and constant loss of some control points should not be a cause for concern)
P.P.S. By the way, I suggested a light version of this map, but... (see the thread) :)
A light version is not needed; there are plenty of those in Heroes 5. I would like a reasonable hard difficulty, preferably with a non-linear victory strategy, but at the same time preserving the foundations of the classic Heroes games (i.e., without mods that drastically change the essence of the game). Another question: can the map creator set the behavior of the AI he created in battle, or does the AI only follow the behavior that was initially programmed into it by the game's programmers (creators)? Because, personally, my biggest complaint about Heroes 5 is the frequent inadequate AI behavior in battle.

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