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Posts from A puzzle for a cartographer.

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12 years ago
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Dear RMG fans,
I propose you examine one invaluable creation of the generator. Template 8мм6а.

The task is to determine how well the zones correspond to the template. This correspondence exists.

Screenshots from the game are offered as data. If they are not enough, I will make more.

So.

After the merge on day 117 :) there was absolutely nothing with which to attack the treasure zone guards consisting of 50+ energy creatures that were blocking the way to the center. Therefore, entering the center was postponed until the third week.
The date in the screenshot is 132; the elevator in the lower right corner leads home; going down leads to the computer dungeon killed in the first week.


Having defeated the energy elementals, a day later Tazar reached the 6K guard, which theoretically should lead to the respawn point with the central village.


However, instead of the village, we see an elevator behind another 6K guard :eek:


Emerging from the elevator on day 135, Tazar encountered an opponent's scout with 70 gold marks, who was successfully destroyed. Visiting the lookout allowed him to survey the surroundings.
On the upper right (not visible in the screenshot) is a sawmill painted brown (brown – Tower). The opponent (red) is playing as Rampart.


The same moment, the lower part of what can be seen from the lookout.

In the next turn, Kirr runs from below upwards, leading the army left along the road. Kirr doesn't have enough moves to attack; he tries to attack my scout, but the scout, sensing trouble, flees himself :) As a result, Kirr remains at the angels. Shakti attacks, reducing one angel; Kirr pays them off.


After this, I go down. Theoretically, since it’s snow – the respawn point should be adjacent to the stones, there should be a second village – but it isn’t there either :eek:


But the village is located under the snow behind the elevator. The path on the left leads down to the blue computer dungeon (Inferno).

This is all that was known to me at the end of the game.
I remind you, the task is to determine how well the zones correspond to the template.
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12 years ago
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It’s better to upload the save file right away, as there are few screenshots, and if there are many, it might be a hassle to combine them.

Added 2 minutes later
At first glance, I see a disconnected road network, possibly even disconnected twice (all 3 lifts on the multi-level crossing with their own roads), and possibly a bugged passage through the mercury tunnel (or maybe it’s normal, I don’t know).
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12 years ago
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With the save file, you can open the map, and everything will become clear.

Here is the overall picture at a high level:
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12 years ago
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The right lava is #22, the energy creatures are the guards at 12500 in #24 on the right rocks. The left lava, the size of a Belkin buoy, is a piece of #12, torn in half (this glitch sometimes occurs in underground areas); the second part of #12 is the lava with the Flaxwood village on it. The left rocks are #19, from which paths lead to the respawn points of the red and brown creatures. The snow is #21, which is connected to #19 by a glitched passage through the mercury area; paths also lead from it to the orange and blue areas, and there are 2 lifts (there is also a 3rd one somewhere) in #12. Something like that...
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12 years ago
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Flax village - zone 12, dirt with an orange hero - zone 5 (campaign), snowy zone with gray, mercury, and 2 metros - zone 21, stones with a nymph of water creatures - 19, grass - native oppa - zone 1, snowy - his computer - zone 3, lava up to the flies - your zone #22, lava after the flies - part of zone (Flax village) #12. I think it's like that.

Added 1 minute ago
I was a little late
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12 years ago
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2 Wicc & Ominous1 Absolutely correct. All that remains is to point out that the stone golems on the rocks mark the path to the second village in zone #11, and there is no road leading there because of a bugged passage in treasure #18 that directly connects to the opponent's spawn point!

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