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Many maps are designed for ordinary players. If you create a map for offline players, ordinary players won't be able to complete it. Because the battles against the AI will require you to think strategically, not just use auto-battle. You can design a battle so that if you place a unit in the wrong spot, you simply won't win. But creating such a map is very difficult. When I have time, I'll start working on Mapmaking for such a map.
Very relevant! Many people complain that the maps are too easy for them and not interesting to play. Also, it's always good when a map with a unique author's concept appears, where you need not just kill everyone, but also figure out where and how to get everything you need to win, what to do in what order, and the battles themselves are very deeply thought out in a tactical sense and also contain "highlights."Dirty_Player
Completing a map is not only about the AI; it also involves many nuances related to turn management, hero selection, resource management, etc.
I agree! Simply "dumbing down" the AI in the example given is like doping in my comparison: it's not bugs or cheat codes; it's not prohibited, so it's exploited "to the fullest," and without it, it's already impossible to achieve record results.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було… (Василь Симоненко. Люди – прекрасні)