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Posts from Master of Horizons

5.0 (1 rating)
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2 years ago
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Map Name: Lord of the Horizons Map Type: Multiplayer / Singleplayer Two-level map: Yes Number of players: 4 Map size: Large (176x176) Map author: LifeForm Map description: Many paths connect the kingdoms of this world, but no wise man can find the one path leading to peace and prosperity, as ambitious and arrogant rulers govern this world, desiring to possess all the forests, fields, mountains, and rivers from horizon to horizon. Perhaps, one day, one of the monarchs will succeed in conquering the horizons and becoming their sole master, uniting all the empires under his crown, and then the wars will cease, and the long-awaited peace will come, but this will not happen very soon.
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2 years ago
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Another beautiful multiplayer map! The landscaping with vegetation along the shore in the central part of the map is simply amazing! 😍
In reply to Азгалор
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2 years ago
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Azgalor
Another beautiful multiplayer map! The landscaping with vegetation along the shore in the central part of the map is truly impressive! 😍
Thank you very much, Azgalor. I tried to create something like a small, dense elven forest with huge trees in one area. I hope I succeeded. smile26
2 years ago
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I completed the entire upper part. I played as a Necromancer in a single-player game. I like the map. It's beautiful. It's a bit linear, I would say. But that's great! All these "go there, I don't know where" quests are tiresome. I recommend developing two heroes. One won't be able to handle it, and more than two will cause the adventure to end too quickly. Respect to the author. A solid five out of five for the map.
In reply to elizbar1967
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2 years ago
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elizbar1967
I completed the entire upper part. I played as a Necromancer in a single-player game. I like the map. It's beautiful. It's a bit linear, I would say. But that's great! All these "go there, I don't know where" quests are tiresome. I recommend developing two heroes. One can't handle it, and more than two will make the adventure end too quickly. Respect to the author. A solid five out of five for the map.
Thank you for your feedback, elizbar1967. I'm glad you liked the map.
2 years ago
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It would be a good map if not for the author's signature quirks. Basic mines are located within a week's travel and are poorly guarded, random buildings and castles are scattered around, plus the winding and convoluted paths – all of this significantly weakens the AI, making the game not very interesting (even if you give the AI land to control). Well, if the author likes this kind of setup, that's their right, but why not strengthen the AI in that case? Wishing the author creative success and thanking them for their work.
In reply to Antik
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2 years ago
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Thank you for your feedback, Antik.
Antik
Well, if the author likes this setup, that's their right, but why not make the AI stronger in that case?
How can I make the AI stronger on a multiplayer map? If it were a scenario where the player always starts as the red faction and plays through a scripted sequence, I could make the red player weak and give all the other players additional armies and resources. But on a multiplayer map, there needs to be balance. Everyone should start on equal footing. On this map, you can start the game as any player. If I make the red player weak and everyone else stronger, it will create an imbalance, and it will be disadvantageous to start as the red player. And if I prevent players from playing as anyone other than the red player, it will no longer be a multiplayer game, but rather a scenario without a plot or scripts.
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2 years ago
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LifeForm
If I make red weak and everyone else stronger, it will be an imbalance, and it will be disadvantageous to play as red.
No, it won't. We're not looking for advantages; we want challenges. 😉 Almost any imbalance can be solved with a mentor (incorrect development + imbalance = game over). Antik is right in this: "Basic mines in the weekly path and with inadequate protection + random buildings that provide bonuses" – this shouldn't be the case. As for the landscapes, I don't care at all (there aren't any in the third game, and the game hasn't lost its relevance because of that) – the most important thing is the battles. If it's too easy, most people won't play this map a second time – replayability is a must-have.
In reply to raspisnoy
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2 years ago
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raspisnoy
Almost any imbalance can be resolved with a mentor.

Judging by this phrase, you understood the word "imbalance" as incorrect hero development, but that's not what I meant. A Multiplayer map should be adapted for competitive play between real people. If four people start a game on a map, and three of them start with built-up cities and a lot of resources, while the fourth has neither a city nor many resources, then this fourth person will be at a disadvantage and will later tell his friends: "I lost because you all had everything at the start, and I had nothing." This is what I meant by the word "imbalance." But if you're playing alone against the AI, then the harder the AI, the better.
raspisnoy

As for the landscapes, I don't care at all.

So, you will play on a map with low detail and identical objects lined up in a row if the AI plays well on it? I doubt it. smile And why would you need maps made by people by hand then? You can use the map editor.
2 years ago
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Decided to write a review for the map. I've played through it about 20 times. Interestingly, I still haven't gotten bored. I've come to this conclusion: this isn't for multiplayer. It's a single-player experience. Moreover, it's designed to be played exclusively by player number 1. The other three players don't have as interesting a time playing the map. The snowy location is boring. The bottom part is too. You need to hire two players right away. One goes down, the other goes to the right. Well, I'm exaggerating a bit. It's a good map.
In reply to LifeForm
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2 years ago
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LifeForm

Judging by this phrase, you understood the word "imbalance" as incorrect hero leveling, but that's not what I meant. A Multiplayer map should be adapted for competitive play between real people. If four people start a game on a map, and three of them start with built-up cities and a lot of resources, while the fourth has neither a city nor many resources, then this fourth person will be at a disadvantage and will later tell his friends: "I lost because you all had everything at the start, and I had nothing." This is what I meant by the word "imbalance." But yes, if you play alone against the AI, the more difficult the AI is, the better.

That is, you will play on a map with low detail and identical objects lined up in a row, if the AI plays well there? I doubt it. smile And why do you need maps made by people by hand then? You can use the map generator.
Yes, I will. Just like the army of fans of the third game, where, by the way, there is nothing at all. And I play Multiplayer only because everything (that can be found on the internet) has already been played/replayed 60 times... Moreover, the percentage of people who play Multiplayer in pairs, in threes, etc., is so small that it is somewhere in the range of error. The beauty of the map brings satisfaction only until you delve into the economy and battles... everything else is evaluated only in terms of usefulness and distances. Unfortunately, map makers spend a lot of time drawing a couple of pine trees instead of adding a couple of scripts to the game and making the map more interesting, not just more beautiful. You look at a nice landscape once, and then you don't launch the map again... it's not interesting. Something like that. I really appreciate what you do, don't get me wrong. I'm just voicing my own and others' desires. And by the way... the map generator is too predictable compared to a person with non-standard thinking.
2 years ago
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Personally, I find a couple of pine trees more interesting than a couple of scripts. I stopped enjoying scripts about 10 years ago. I prefer beautiful locations to explore and plenty of artifacts to find. But, to each their own. Playing GSC maps is just unpleasant because they are completely predictable in their design. Nowadays, I often end up removing all the scripts and playing the map as if it were a multiplayer game, just against myself.
In reply to elizbar1967
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2 years ago
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elizbar1967
I came to this conclusion. This is not Multiplayer. This is Singleplayer.
Okay, fine, let it be Singleplayer, I don't mind. smile
elizbar1967
Moreover, you have to play exclusively as player number 1. The game is tailored for him.

In general, I created the first player's (red) territory first, and I guess it really turned out to be the most interesting.

elizbar1967
Good map.

Thank you.

raspisnoy
Unfortunately, map creators spend a lot of time drawing a couple of pine trees instead of adding a couple of scripts to the game and making the map more interesting, rather than just prettier.

Judging by the feedback on my maps, players are divided into those who are interested in exploring the landscape, those for whom the map design is important, and those for whom the design is secondary, and the main thing is the challenge from a difficult AI. My maps usually appeal to the first group. Well, for a difficult AI, it seems you need to create a scenario and enhance it with additional resources and scripts, but then you can only play as one player with one starting point, and this reduces the replayability of the map.

 

In reply to LifeForm
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2 years ago
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I love maps by LifeForm – as always, excellent design, challenging early-game objectives, mines within a week's reach, and random dwellings. But unfortunately, when playing against the AI, it becomes boring to chase around weak units all over the map in the mid-game. It would be nice if the map had more forks and portals for delivering troops over long distances. Another small drawback is the lack of the signature preview image smile46. I would rate it 7/10.
In reply to Sir Syddan
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2 years ago
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Thank you for your feedback.

Sir Syddan
I love maps by LifeForm - as always, excellent design, challenging early game, mines within a week's reach, and random dwellings. But unfortunately, when playing against the computer, it becomes boring to chase creatures around the map in the mid-game. It would be nice if there were more forks and portals on the map to deliver troops over long distances.

Well, forks are still possible, but if you put too many portals, heroes will jump through them like grasshoppers from one end of the map to the other, and then it will be a pain to catch them.


Sir Syddan
Another small drawback is the lack of a signature preview.

It seemed to me that these previews are not of interest to anyone, so I didn't bother.

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