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Posts from Two fools.

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4 years ago
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Name: Two Fools
Map Name: Fools
Type: Scenario
Two-level map: no
Number of players: 2
Map size: Medium
Author: Florkingold
Map description: They say that some creations live separately from their authors, and that's what happened with this map. Initially, it was intended for Multiplayer, but it turned out to be a scenario, which was noticed after weeks of work. In general, the standard goal is to kill everyone; there are no super-complex scripts, but the highlight is in the gameplay. Do you want to feel like a real idiot that unfortunate heroes are trying to teach some sense? You will have to level up ONLY by using the objects on the map, as Oil and Dwarf are too clueless to gain levels. Normal units don't hang out with them – we only fight with unupgraded units. Among the positive aspects, there are many random artifacts, and the number of upgrade objects is the same. Each player has a second neutral Castle of their race, dwellings, and mines, so you won't be bored. The first version of the map is for Oil, the second is for Dwarf, and don't pay attention to the fact that he is shown as a hero with a Castle of the Order faction; the map itself has become as clueless as the main heroes. Even during map loading, something strange happened, and they loaded only on the third try.
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4 years ago
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Took a look at the map. The design isn't appealing, and the minimal scripting doesn't help either. The mission preview is also underwhelming. They could have at least removed those unsightly skirts! The humor didn't impress me either; changing Laszlo's name to Maslo and Carly to Karlik doesn't add anything to the map. The desire to play immediately disappeared, which is, of course, a shame. I can only wish the author good luck with future projects, as you clearly know how to create maps.
4 years ago
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I rarely abandon partially completed maps. But I no longer have the strength. It's impossible to build anything properly. I broke through the outpost, lost everyone, and somehow managed with an angel/angels later. The mines are too difficult. While I'm skipping turns, the opponent is building. Everything comes down to brute force. Brute force depends on random chance and the player's skill (seriously, even if you play as a Warrior). In well-designed maps, playing as a hero allows you to compensate for the resource difference with smart skill development. I barely managed to retake the mines with a more reasonable random chance, scraped together enough for knights, and then, fed up, I opened the map with a cheat – the opponent already has a castle built. Forget it...
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4 years ago
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Player100
I rarely abandon partially completed maps. But I no longer have the strength. It's impossible to build anything properly. She broke through the outpost, lost everyone, and somehow managed with an angel/angels later. The mines are too difficult. While I'm skipping turns, the opponent is building. Everything comes down to brute force. Brute force depends on random chance and the player's skill (really, you might as well play as a Warrior). In normal maps, playing as a hero, you compensate for the resource difference with smart skill development. I barely managed to defend the mines with more acceptable random chance, scraped together enough for knights, and then, fed up, I opened the map with a cheat – the opponent already has a castle built. Forget it...
Thank you for the honest criticism; I was playing as a Warrior. I placed guards on the stone and wood resource tiles of tier 1, and in the other two castles, I unlocked the upgrades.
In reply to Player100
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4 years ago
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Player100
I rarely abandon half-finished maps. But I don't have the strength anymore. It's impossible to build anything properly. She broke through the outpost, lost everyone, and somehow managed with an angel/angels later. The mines are too difficult. While I'm skipping turns, the opponent is building. Everything comes down to brute force. Brute force depends on luck and the player's skill (really, you might as well play as a Warrior). In normal maps, playing as a hero, you compensate for the resource difference with smart leveling. I barely managed to defend the mines with a more reasonable random distribution, scraped together enough for knights, and then, disgusted, I opened the map with a cheat – the opponent already has a castle built. Forget it...
If it weren't for your comment, I would have passed by. Heroes don't go well with fools; I'm against turning chess into a joke. No offense to the author. We're all intelligent people here. Playing Heroes isn't like playing Dota. Serious scenarios generate serious interest, but you have to watch it to form your own opinion.
In reply to raspisnoy
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4 years ago
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raspisnoy
If it weren't for your comment, I would have missed it. Heroes don't go well with fools; I'm against turning chess into a laughingstock. No offense to the author. We are all intelligent people here... playing Heroes is not the same as playing Dota. Serious scenarios evoke serious interest, but it's worth watching to form your own opinion.
The original idea was to create a map with a maximum level of 1, but it needed to be integrated into the lore somehow. And if you look at the description in the game itself, it's clear that the mage teacher decided to pit them against each other to motivate them to learn and become smarter than their opponent.
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4 years ago
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Don't worry, it's okay if they didn't appreciate it.
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4 years ago
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Added 5 minutes later
No. I definitely don't want to play something like that. Sorry. I never understood mapmakers who mess with something sacred – the leveling system. I've been playing RPGs for 20 years, starting with the first Gothic, and even though this isn't an RPG, a significant part of such games is the leveling system (without it, 50% of the game's meaning is lost, IMHO). If it weren't there, I would have been playing shooters and leveling up my guns a long time ago. I'll pass on this, but I'll leave a comment for myself so that in ten years I don't download it again and get disappointed. I'm not just rambling; I'm marking maps/scenarios for myself here. Good luck to the author and new attempts, and put a mentor's castle next to the main castle... huts are generated, I think, at the beginning of the game or are pre-placed by the author (I might be wrong), and there's no way to check what will be generated right away.
4 years ago
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Now, with the main mines, it's passable. I like experiments, and it can be played as an experiment, but the enjoyment is questionable. Everything depends on random chance. In the middle of the game, I also revealed the map using a cheat – the computer, with random events on the mines, was unlucky and fell significantly behind in construction. I was also lucky with the tutorials (4 luck points). If the main idea is simply to play with first-level heroes, then, although it's interesting due to its unconventional nature, it's still flawed because it cuts out half of the gameplay (and it's not quite "heroes" anymore). If the idea is to train "dummies," then, perhaps, some training stages could have been implemented – a level for achieving something (for example, exam zones where you need to defeat someone using a clever method; maybe at the entrance, it could give you scrolls with spells to choose from before the exam battle – choose the right one, win, pass, level up, etc.). Also, the tutorial huts should not be random; instead, several builds should be considered, and in accordance with them, the huts should offer a choice of several skills. And all the mines should have non-random, well-thought-out armies. As it is now, it's a strange exhibit in a freak show.
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4 years ago
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Player100
Now that the main mines are accessible, it's passable. I like experiments, and it can be played as an experiment, but the enjoyment is questionable. Everything depends on random chance. In the middle of the game, I also revealed the map using a cheat – the computer, with random events in the mines, was unlucky and fell significantly behind in building. I was also lucky with the training scenarios (4 luck points). If the main idea is simply to play with level 1 heroes, then, although it's interesting due to its unconventional nature, it's still flawed because it cuts out half of the gameplay (and it's not really "heroes" anymore). If the idea is to train "dummies," then, perhaps, some training stages could have been implemented – a level awarded for something (for example, exam zones in which you need to defeat someone using a clever method; maybe at the entrance, give scrolls with spells to choose from before the exam battle – choose the right one, win, pass, level up, etc.). Also, make the training hut scenarios not random, but think through several builds and, in accordance with them, offer a choice of several skills in the huts. And put non-random, well-thought-out armies on all the mines. As it is now, it's a strange exhibit in a freak show.
All my maps are strange; at worst, there are heroes in the Dungeon with decent skills
In reply to Florkingold
4 years ago
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Florkingold
in the worst case, there are heroes in dungeons with decent skills here
So, yes, I finished it, but it doesn't add any interest to the map. There's nothing to compensate for the randomness (neither for the AI nor for the player). And I like your strange maps (except for one), and I especially appreciate the literary aspect and the design, as a rule, but without sacrificing the strategic element. The other day, I found "Plague" - I really liked it, and then I was very disappointed by the situation with, probably, incorrectly set win conditions (any defeated hero brings defeat to the faction). Therefore, seeing your map, I play it despite the reviews. In my opinion, this one is not "great," but I still thank you for your work and look forward to new ones.

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