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In reply to PlayHeroes_HP
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14 years ago
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PlayHeroes_HP
well, that's always how it is basically, you create a thread for one thing, and they discuss something completely different there -))
Okay, on topic.

IMHO the least interesting of all the Speeds.
The template is extremely slow. Reaching the center might take more than 3 weeks due to the non-juicy contents of respawns. The underground has a huge amount of uninteresting areas. As mentioned above, 2 treasure zones are not good. This is worsened by the high probability of the following situation:
In the center, one player immediately gets 2 towns, while the second gets 1 town and a path through sand to the second. That's totally not cool. One might have access to a treasure zone with one GO, while the second will have to force their way through a teleporter, also not good. And I generally don't like the idea of the Dungeon.

As Vic used to say, before declaring a template playable, you need to sit down and test it a lot. I became convinced of this quite recently, when a template looked more than interesting as a diagram, but in practice, due to the generator's habit of placing roads where they aren't needed, it turned out very messy (cross). If there had been time to test it, this problem could have been, if not fully, then at least partially resolved.
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14 years ago
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Yes, the Mirror, specifically the l+u (h3dm1) one, I consider the best template currently in existence and the most balanced. Two cups were held on it on Baya, and quite successfully at that. Yes, it's difficult to generate — it seemed that after many attempts, even on an XP computer, I stopped trying (most likely there was something wrong with the system), but the generation process itself, once you figure it out, doesn't seem that hard. I would really like people to play the Mirror more often, and, moreover, to see it in the list of templates for the CIS final, instead of this overplayed lottery Jebus Cross...
P.S. I generated the Speed template: yes, I agree that it turned out to be some kind of symbiosis of Minista and Jebus Cross, but at first glance it's unclear how it's more balanced... the same relics lying around in treasure zones, a stupid race for a quick entry into the treasure zone. In short, a combination of my 2 least favorite templates:)))) The only positive is the addition of strategic play from Minista, which is practically absent in Jebus Cross. Be that as it may, there must be fans for this template, to which I definitely do not belong:)
In reply to FireToSky
14 years ago
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theShevanesian
I'm surprised that the mirrored map didn't generate much interest. I think it's quite interesting to play under absolutely equal conditions. By the way, it seems you can now even generate mirrored 8mm6a maps; maybe it makes sense to play on those?

Play a fun game on this template, and you'll immediately know if it's worth it or not.
It's best to play on L-sized maps. It's better to generate the map for this template for a third-person perspective, as approximately 30% of the generated maps will have a bugged path leading from the starting locations, so such generations should be discarded.

We played with Magl on this template - he liked it.

RiMpel2
no, we also generated maps for SoD. The problem is with the monoliths, the terrain, but does that prevent generating maps for SoD?

SoD won't have synchronized random objects. We'll need to create a filter in the program based on the map version so that people don't do nonsense.

Samurai
a tournament on a mirrored map, especially on HotA, is practically impossible.
I don't see any serious obstacles to holding such a tournament here or on any other resource. Many people already know how to generate mirrored map templates. So, if there's enough interest.
14 years ago
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A template for a large/large+unique jeb structure would be cool, in my opinion, especially if it included companions.
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14 years ago
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Jebus can also be played against AI opponents. Create a game with 4 AI players.
In reply to Lider1
14 years ago
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Lider1
You can also play with computer-controlled opponents. Creating a map with 4 of them.
No, I meant that the computer-controlled opponents shouldn't be in side locations, but rather accessible directly, just like in Speed's templates.
In reply to RiMpel2
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14 years ago
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RiMpel2
Nope, they also generated maps for Soda. The problem lies in the monoliths and terrains, but that doesn't prevent generating maps for Soda.

Sorry for the off-topic, but I would really like to know how to generate a mirrored map for Soda?

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