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3 years ago
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Name: Labyrinth
Map name: Labirint
Game version: 3.1
Map type: Multiplayer
Two-level map: no
Number of players: 2 players + 5 AI
Size: Large 176x176
Map author: SVS
Map description: The map was created for two players in a team (can also be played solo). Custom heroes were created, and a couple of scripts were added for interest. Tested on "Veteran" and "Warrior" difficulty. This is my first experience in mapmaking, so I won't take criticism too hard).


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3 years ago
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And why is the panorama of the Great Орда city stretched crookedly in the third screenshot?
In reply to }{0TT@6bI4
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3 years ago
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}{0TT@6bI4
Why is the panorama of the Stronghold city stretched out in the third screenshot?
This is the intro for the map.
3 years ago
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Took a look in the editor. Wasn't impressed.
In reply to elizbar1967
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3 years ago
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elizbar1967
Took a look in the editor. Wasn't impressed.
I've always appreciated constructive criticism. And I hope you understood the sarcasm.)))

Added 2 hours 29 minutes later
SVS
I've always appreciated constructive criticism. And I hope you understood the sarcasm.)))
And, just out of curiosity, what would it take to impress you, a player who has seen almost everything in this game? I'm afraid the editor's resources aren't enough. My wife and I play these kinds of maps online. It's perfect for two players! But I'm interested in the opinions of others, detailed opinions. I want to develop and not stand still.
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3 years ago
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The editor resources are more than enough to impress even the most avid Heroes fans!

Now, about the map: the desert and lava design is good. The design of the human, dwarf, and necromancer territories is so-so. First, the water is green – this can be easily fixed by setting ReflectiveWater=true in the map properties. The trees – which I adore – are absolutely identical. It's noticeable and jarring. The mountain design is also so-so. These aren't mountains; they're just green, distorted patches of space! I've shown in the screenshots what a more beautiful mountain design looks like.

The terrain elevations at the edges of the locations look mediocre, especially the stretched-out "mountains." Either fill them with objects or use masks – in the Masks panel instead of Objects in the toolbar. And again: there are way too many identical objects. Identical pine trees, identical bushes, identical fir trees! Apparently, you had enough patience to diversify the decor in the desert location, but then you got tired – which isn't good. In the necromancer locations, you don't need to fill all the empty space with a bunch of dead/moss-covered trees – they not only block the view due to their height but also look like a bunch of objects that don't fit the atmosphere. I recommend taking a look at the design of the necromancer locations in the Arantir campaign in the expansion pack.

The most important thing is the labyrinth in the center. It looks really cool! However, the labyrinth isn't very challenging because the "move as close as possible towards the desired center" method actually leads to the goal, but finding the way to the resource nodes at the edges took some time. But in the second game (and Multiplayer implies multiple games), it won't be interesting anymore, and after exploring the entire area, the magical auto-navigation with the shortest path search will do everything for us...

It's very likely that there will be a strong imbalance in favor of the necromancers, especially if they start near the human location, because they have direct access to the necromancer castle. It's unclear why two players have access to additional castles, while the others don't. Also, dwellings spawn with completely random races; to fix this, you need to specify the player number to which the random dwelling's race will be linked in the LinkToPlayer field in the dwelling's properties. The ambush theme is cool; I won't give any advice on optimizing the script yet because I think you'll optimize the scripts over time to make it more convenient to work with.

Overall – 5/10. Considering that this is the first map – 8.5/10

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3 years ago
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}{0TT@6bI4

The editor has plenty of resources to impress even the most avid fans of the series!

Now about the map: the desert and lava design is good. The design of the human, dwarf, and necromancer territories is so-so. First, the water is green – this can be easily fixed by setting ReflectiveWater=true in the map properties. The trees – I love them, but they are absolutely identical. It's noticeable and irritating. Also, the mountain design is so-so. These aren't mountains, but rather green, distorted patches of space! I showed in the screenshots how a more beautiful mountain design looks.

The terrain elevations at the edges of the locations look mediocre, especially the stretched-out "mountains." Either use objects to create them or use masks – in the graph editor, use Masks instead of Objects in the toolbar. And again: there are way too many identical objects. Identical pine trees, identical bushes, identical fir trees! Apparently, you had enough patience to diversify the decor in the desert location, but then you got tired – but that's not good. In the necromancer locations, you don't need to fill all the empty space with a bunch of dead/moss-covered trees – they not only block a lot of space due to their height but also look like a bunch of objects that don't fit the atmosphere. I recommend taking a closer look at the design of the necromancer locations in the Arantir campaign in the expansion pack.

The most important thing is the labyrinth in the center. It looks really cool! However, the labyrinth is not very difficult because the method of "moving as close as possible towards the desired center" actually leads to the goal, but finding the way to the stacks on the edges was a challenge. But in the second game (and Multiplayer implies multiple games), it will no longer be interesting, and after exploring the entire area, the magical auto-navigation with the search for the shortest path will do everything for us...

It is very likely that there will be a strong imbalance in favor of the necromancers, especially if they start from the human location, because they have direct access to the necromancer castle. It is unclear why two players have access to additional castles, while the others do not. Also, dwellings spawn with a completely random race; to fix this, you need to specify the player number to which the random dwelling's race will be linked in the LinkToPlayer field in the dwelling's properties. The ambush theme is cool; I won't give any advice on optimizing the script yet because I think you will optimize the scripts over time to make it more convenient to work with.

Overall – 5/10. Considering that this is the first map – 8.5/10

Thank you very much! This is exactly the kind of analysis that was needed. I will deal with the mountains and trees in the future, I think. The map was created for the red and blue players, the rest are AI. The labyrinth was conceived as something passable; there is no need to get lost in it; the idea was to have ambushes and a final strong AI enemy. I will recheck the dwellings to match the cities on the territory. I am learning about scripts; the programming language is not the same, but the operators are similar everywhere. And I want to leave the map as it is. This is my first map, and it should be like this: flawed, imperfect, irritating in some places, but fulfilling its purpose. Design will come; the main thing is the idea, the development!
In reply to SVS
3 years ago
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SVS
I've always appreciated constructive criticism. And I hope you understood the sarcasm)))

Added 2 hours 29 minutes ago
And, just out of curiosity, what would it take to impress you, a player who has seen almost everything in this game? I'm afraid the editor's resources are not enough. My wife and I play these maps together in hotseat mode. It's perfect for two players! But I'm interested in the opinions of others, detailed opinions. I want to improve, not stand still.

Well, look. Why give players 1 and 2 the choice of faction if the secondary Castles are already determined? I don't have a wife to play Heroes with in hotseat mode. I play alone. The map is overwhelmingly dominated by Orc Castle lands. 7(!) players on a large map without a Dungeon is too much. You can't explore. I think capturing the Orc Castle will become uninteresting. Maybe I'm wrong, and I'll take back my words in an hour. Because I'm sitting down to play your map. I'll write back.

Added 59 seconds ago
And yes, is this a hotseat game?

Added 52 minutes ago
First impression. The Gameplay is interesting. I removed teams 1 and 2. I'm playing as Necromancer 2. There are enough resources. There's a Mentor. Good job. Legolas gets a separate mention. I'll definitely steal the icon. And why are Rakshasa Death Spirits? Did I miss something?)) The map design in the editor doesn't always match the Gameplay. I already have a ton of suggestions. I'll write back later. The main thing is to add a Dungeon and spread the territory out for everyone. And weak garrisons, in my opinion. You won't have time to explore and develop properly; I feel like enemies will attack quickly.
3 years ago
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I played as a human hero and completed the map in a month. The map seemed simple and uninteresting, primarily due to the imbalance between the main character and the enemies (they were just easy to defeat). Of course, enthusiasm in creating maps is welcome, especially when supported by one's wife (lucky him), but the author should pay closer attention to existing good maps. As they say, ignorance of the law is no excuse. Nevertheless, thank you to the author for their effort.
In reply to elizbar1967
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3 years ago
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elizbar1967
Well, look. Why give players 1 and 2 the right to choose a faction if the second Castle is already determined? I don't have a wife to play Heroes with. I play alone. The overwhelming majority of the map is occupied by the Orc Castle lands. 7(!) players on the L map without a Dungeon is too many. You can't explore much. I think capturing the Orc Castle will become uninteresting. Maybe I'm wrong, and I'll take back my words in an hour. Because I'm sitting down to play your map. I'll write back.

Added after 59 seconds
And yes. Is this a hotseat game or what?

Added after 52 minutes
First impression. The Gameplay is interesting. I removed the teams for players 1 and 2. I'm playing as player 2 with a Necromancer. There are enough resources. There's a Mentor. Good job. Legolas gets a separate mention. I'll definitely steal the icon. And why are Rakshasas Death Spirits? Did I miss something? The map design in the editor doesn't always match the Gameplay. There are already a lot of suggestions. I'll write back later. The main thing is to add a Dungeon and spread the territory out for everyone. And the garrisons are weak, in my opinion. You don't have time to explore and develop properly; I feel like the enemies will attack quickly.
Thank you for the feedback. I hadn't even thought about the Dungeon; it should be interesting. I'll definitely do it! I read about the Rakshasa in the description of the creatures in Heroes 5.

Added after 1 minute
Regarding hotseat, we played from different computers.

Added after 2 minutes
Antik
I played as a Human hero and finished it in a month. The map seemed simple and uninteresting, primarily because of the imbalance between the main character and the enemies (they're just pushovers). Of course, enthusiasm for creating maps is welcome, especially when it's supported by a wife (lucky guy), but the author would do well to take a closer look at existing good maps. As they say, ignorance of the law is no excuse. Nevertheless, thank you to the author for the effort.
In a month?! Bravo! The two of us have never finished a map faster than two months. Although we don't play for speed; we enjoy the process
3 years ago
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The map is quite playable. It’s lively and dynamic. Perhaps the sphinx’s riddle was a bit confusing, but that has already been noted. For a first map, it’s very good.
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3 years ago
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SVS, your map is participating in the Cartmaster 2022 Tournament.
You can find the tournament rules here:

/topic/15919/

You can vote and view the voting results here:

/topic/15916/

Regarding the map itself, I'll say that it's not bad for a first attempt. I looked at the map in the editor – you clearly put effort into it. But since the map is designed for Multiplayer, it’s important to understand how it plays dynamically. How interesting is it to play your map against an opponent? If there are visitors to this section who have played with an opponent, they can write about their impressions during the Walkthrough.

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