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Posts from Round table Auto-translated

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#3903
Just fun, hardcore and wise use (bargaining) of color) But not for tournaments imho.
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In reply to zoog
#3904
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I suggest that fans of HotA discuss the possibility of creating a template that is more playable than the existing ones. Currently, 6LM10A is the most popular, but not because it is very good, but because the others are noticeably worse. The main disadvantage of 6LM is the frequent and decisive imbalance in terms of roads. There is a template with good roads (Spider), but with an unsuccessful composition, which is why it is played much less often. My proposal is to create a template based on these two, trying to preserve the advantages and eliminate the disadvantages of each. To do this, make the following changes to Spider (/topic/at/346759/): 1. Remove connections 3-11 and 4-10 to prevent too early encounters. 2. Remove valuable resource mines from the starting zones of red and blue (there are enough of them in villages and at computer players). 3. Remove gold mines from treasure locations (zones 17-24). 4. Copy the random fill parameters for zones 1-14 from the starting zones of 6lm10a. 5. Copy the random fill parameters for zones 15-16 (distant villages) from the village zones of 6lm10a. 6. Copy the random fill parameters for zones 17-24 from the super treasure zones of 6lm10a. And the main problem is finding someone who will do it :D, Wicc didn't show any enthusiasm.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
In reply to Medium_HP
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#3905
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Medium_HP
I suggest that fans of HL+U discuss the possibility of creating a template that is more playable than the existing ones. Currently, the most popular one is 6LM10A, but not because it is very good, but because the others are noticeably worse. The main disadvantage of 6LM is often a decisive imbalance in terms of paths. There is a template with good paths (Spider), but with an unsuccessful composition, which is why it is played much less often.
My proposal is to create a template based on these two, trying to preserve the advantages and eliminate the disadvantages of each.
To do this, make the following changes to Spider (/topic/at/346759/):
1. Remove connections 3-11 and 4-10 to prevent too early encounters.
2. Remove valuable resource mines from the starting zones of red and blue (there are enough of them in villages and at computer opponents).
3. Remove gold mines from treasure locations (zones 17-24).
4. Copy the parameters for random filling of zones 1-14 from the starting zones of 6lm10a.
5. Copy the parameters for random filling of zones 15-16 (distant villages) from the village zones of 6lm10a.
6. Copy the parameters for random filling of zones 17-24 from the super-treasure zones of 6lm10a.

And the main problem is finding someone who will do it :D, Wicc didn't show much enthusiasm.

I am completely FOR! I ask that template creation specialists respond


In reply to Medium_HP
#3906
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Medium_HP
I suggest that fans of HL+U discuss the possibility of creating a template that is more playable than the existing ones. Currently, the most popular one is 6LM10A, but not because it's very good, but rather because the others are noticeably worse. The main disadvantage of 6LM is the frequent and decisive imbalance in terms of paths. There is a template with good paths (Spider), but with an unsuccessful composition, which is why it is played much less often.
My suggestion is to create a template based on these two, trying to preserve the advantages and eliminate the disadvantages of each.
To do this, make the following changes to Spider (/topic/at/346759/):
1. Remove connections 3-11 and 4-10 to prevent too early encounters.
2. Remove valuable resource mines from the starting zones of red and blue (there are enough of them in villages and at computer opponents).
3. Remove gold mines from treasure locations (zones 17-24).
4. Copy the random fill parameters for zones 1-14 from the starting zones of 6LM10A.
5. Copy the random fill parameters for zones 15-16 (distant villages) from the village zones of 6LM10A.
6. Copy the random fill parameters for zones 17-24 from the super-treasure zones of 6LM10A.

And the main problem is finding someone who will do it :D, Wicc didn't show much enthusiasm.
Won't the template be too overpowered with 8 6LM super-treasures?
discord: LuckyF#3482
icq: 681350680
In reply to LuckyF
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#3907
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LuckyF
Won't the template turn out too rich with 8 super treasure zones for 6lm?

I thought about that too, maybe I should remove two inner treasure zones (18,19) and two outer ones (21,24). Reducing the number of treasure zones will firstly allow us to increase their size and consequently improve their contents too (we all remember those Spider treasure zones, better to have fewer but like on 6lm). Possibly we should remove valuable resource mines from starting zones entirely and instead of two mines of the same resource in passage zones, put two different ones. The point is, if we remove the passages described by Medium, then the player will have 2 paths to choose from: either to the far super treasure zone (22/23) where there's a chance to encounter the opponent, or to go to the nearby ones 17 (for red) and 20 (for blue). Changing the mines will also allow more or less predicting where the opponent is (which zone) and planning your actions. I'll post a diagram later of how I see it.

https://prnt.sc/fqsth7 Update

p.s For such a brilliant idea, I propose to name the template after myself (Kolovrat Nevra), maybe you can add a note for Medium Kappa

P.s.s Zones 10/11/15/16 (treasure zones with a dwelling) are positioned so that the player is between a choice: go through these treasure zones to pick up some meat from Dragon Fly Hives or immediately go to the relatively safe super treasure zones 20/17 but without meat and the opportunity to get something from treasure zones.
Thick lines — 6k passages, to super treasure zones 9/12k (map maker's choice) and another option is to change the passage from 1-10 and 2-11 to 10-13 and 11-14
https://prnt.sc/fqswix
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#3908
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Overall, the idea is cool; I wanted to suggest something similar myself. The main downside of Spider is the wild imbalance regarding treasure zones. But, imho, making them like super treasures on 6lm is too much, whereas making them a bit richer would make the template super! As for other zones and mines—I don't see any point in that, unless you make it so that Dragon Utopias generate everywhere.
http://heroes3.tv/aiwe
In reply to LuckyF
#3909
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LuckyF
Won't the template be too rich with 8 super treasure zones from 6lm?
There will be 10 treasure zones in total (8 super and 2 villages); there are only 12 in 6lm. Also, Spider's treasure zones are smaller in area, so it's unlikely to be much richer than 6lm.

Aiwe
Regarding the other zones and mines—I don't see any point in that, unless we make it so Dragon Utopias generate everywhere.
Mines on the starting map just take up space; usually, they aren't a priority at the start, and later there are enough mines in other zones. Gold mines in treasure zones are also barely useful, yet they occupy space, which is critical since Spider's treasure zones are often small. To allow Dragon Utopias to generate everywhere, that's why I suggest copying the zone contents from 6lm.

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remove two internal treasure zones (18,19) and two external ones (21,24); reducing the number of treasure zones will, first of all, allow their size to increase
I'm not sure that's how it works; probably only random zones can increase in size. If we can actually achieve an increase for specific zones, then there might indeed be sense in reducing their number—but not down to 4, say to 6, because I think 4 super treasure zones + 2 treasure villages would be too few.

In general, even if it turns out a bit richer than 6lm, it's not that critical; we already have a poor Spider.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
In reply to Medium_HP
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#3910
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I personally would not want to see piles of relics guarded by weak creatures on the ground on XL maps. Either let their guards be stronger, like on Jebus Cross maybe.


In reply to KobRa_RR
#3911
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KobRa_RR
Personally, I wouldn't want to see piles of relics behind weak guards on the ground on XL. Either let their guards be stronger, like maybe on Jebus Cross.
Well, I don't like it either, which is why I hardly play Diamond, but on 6lm they don't seem to decide things that often. In general, they can be removed, but leaving them isn't critical either, since they won't be lying right next to the starting spawn.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
#3912
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There is a way to improve the playability of templates, for example, by manually selecting more or less playable maps. It's not the best method, but given what we have in the game today, I personally like it :D
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#3913
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Templates are quite easy to create; I thought everyone knew how to do it. :)
Maybe, when we were kids, our brains were just more flexible in this regard, which is why I have this impression.
I'd like to add something about mines: the number of mines in an area determines the size of the area itself, i.e., the number of mines is one of the regulators of the desired area size. As we remember, there is one mine in each treasure area on the 6LM map, and these treasure areas seem to look reasonably good.

Regarding the spider's roads – are you sure they are good there? It seems better than in 6LM10a, but there are still cases where there is only one road leading to the spawn point, and all other paths are off-road – is this not a problem?

In any case, it's a great suggestion! Maybe we can create convenient, well-refined templates that are more playable.
ICQ 99717727 message for game


Шаблон 6LM-8MM mix
Схема шаблона 6LM-8MM mix
In reply to Russel_lDHl
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#3914
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For those who don't remember the history of Spider's creation, let me remind you: it was made specifically for a mage-based game and fast GM build-up. That is actually why there are mines on the respawn and treasure zones without roads, so they can be collected with control. Let Vikk correct me if I am wrong. But a negative effect emerged in the form of "someone has 2 Dragon Utopias in their treasure zone, while someone else searched several treasure zones and found nothing."
In general, reworking templates is not a very good idea. It's better to create a new one with its own unique structure and gameplay.

I made a proposal on the CIS forum to organize some kind of template-making contest (analogous to Mapmaking Contests), and then hold a tournament using the most interesting templates. But for some reason, the idea didn't find any support, like it's already fine as is. :smile32:
In reply to KobRa_RR
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#3915
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KobRa_RR
Personally, I wouldn't want to see piles of relics with weak guards on the ground on XL. Either make their guards stronger, maybe like on Jebus Cross.
On 6lm in super treasure zones, weak guards? Well, I don't know... seems just right for XL+U. Even if you saw a relic, you still have to get to it; without control this takes a long time; first, you need to get past a couple of 6k guards + the treasure zone guard or just the guard depending on the treasure zone. 6 treasure zones is a bit much, of course, but it's better to make them slightly lower in value than on 6lm or have stronger guards. As for mines, they probably should be changed — remove valuable ones from spawns because in the end there are too many of them and the map filling suffers; zones are already small, and there are also mines; in passable zones, you need to have mines of different resources to give at least some reason to capture them, because having 2 mines of the same resource is nonsense. A Mage Guild isn't built with just one resource
#3916
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I'm planning to gather my courage and host a full-fledged tournament in the fall, specifically using modified versions of the best templates. And the testing phase will begin even before the tournament itself. I want to move the Community forward, try new things, and develop what already exists. I've already shared ideas on the forum about creating a new version of the map editor based on h3dm1.
So, the ideas here regarding Spider are also relevant. You're writing them down, and I'm already analyzing them, trying to see the overall strategic essence behind individual opinions. :D
Of course, a lot depends on real life and my personal time. But if everything works out, I'll also refine the templates myself (or maybe I'll involve Wizard again for consultations).
I'm not claiming to stake out territory right now. This is a declaration of intent, and time will tell how it all turns out. Since this discussion has started, I'm just adding my "two cents," as much as I have right now.
And accordingly, if there are ideas for other templates, it also makes sense to share them. We can discuss copyrights and names (if it's with me :D) later.
https://www.twitch.tv/grando__
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#3917
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In my opinion, h3dm1 was much more playable in The Succession Wars, without a million castles.