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Posts from Mirror Jebus for SOD! (and other new and upcoming templates)

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Well, by the way, Teamwork is more suitable for mirroring, because the generator places 4 zones on a plane more adequately than 3. And there isn't a strict requirement that "it should be like before."
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Mirror mt_Teamwork.

1) Mirrored it 1:1 (blocked zones 2, 6, and 4 for the GO) in the center, with 2 portals on another plane.
Mirror Teamwork 1:1

2) A shortened version (divided the template in half and mirrored it; there are also 2 portals in the center).
Shortened Mirror Teamwork

I was also thinking of making one for 8 players for a 4v4 game (it might be useful with the appearance of the lobby and Online Battles), but the generator still sets it to 4 players. If needed, I can work on that version as well. It will just take more time.

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Armageddets
Mirror image of mt_Teamwork.
Thank you!
Armageddets
1) Mirrored it 1 to 1 (blocked zones 2, 6, and 4 with Guard Towers) in the center, with 2 portals on another plane.
Mirror Teamwork 1 to 1
But this is completely unnecessary because there is a lot of unused space... A 2v2 game can drag on for an unreal amount of time.
Armageddets
2) Reduced version (divided the template in half and mirrored it, with 2 portals in the center).
Reduced Mirror Teamwork
This is how it should look. It's perfect for Might and Magic! Only the shapes and sizes of the zones are sometimes just awful... It's clear that the Heroes of Might and Magic tools are missing.... Well, I'll have to test it sometime.

I'm just not sure if Guard Towers are needed between the planes. If they are, what size should they be? But it's probably better to have them than not, because without them, you can clear out two thirds of the map in one turn. But it needs to be tested.
Armageddets
I was also thinking of making one for 8 players for a 4v4 game (it might be useful with the appearance of lobbies and Online Hotseat), but the generator still sets it to 4 players. If needed, I'll work on that version too. It will take more time.
For 2v2 and more, Online Hotseat doesn't make sense because it's impossible for allies to interact from the very first turns. For this, you need to introduce turn-based simultaneous moves... But that's a completely different story...
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Understood. If needed, I can adjust things as required. To make the zones less awkward, I can simply add extra zones that have no connections. I can also remove or adjust the Guard Order (GO) to either remove it entirely or set it to 3000-6000, just to prevent players from scouting the opponent's treasure locations.

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Armageddets
Understood. Well, if needed, I'll change what needs to be changed. To make the zones less awkward, I can simply add extra zones without passages. I can also remove the Gold Ore (GO) or set it to 3000-6000 just to prevent players from scouting the opponent's treasure.
No, adding extra zones is an unnecessary half-measure. Let's leave it as it is for now and see.
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By the way, if you have any ideas for new map layouts, draw a diagram, and I can implement it (usually in the evenings or during breaks between work). Mirror or regular – it doesn’t matter.

Added 27 minutes later
And there’s also an idea for a mirror Jeb map. We could also make it so that you can exit your own spawn point through a portal directly into the opponent’s treasure room. And the player can decide whether to go to their own treasure room or to the opponent’s.

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Armageddets

For fans of 8mm6, I made a mirrored version of 8mm6!
The template was taken, divided in half, and the left part was mirrored. Paths to the opponent go through the same zones 19 and 12. The cross-shaped portals work.

Look at how the mirrored 8mm6 is made in VT (the scheme is in the mirrortemplates folder). There are 6 connections between the planes. This particular template is not very suitable for Soda, because the buggy paths will break the structure, but it's perfect for illustrating the principle.
And the principle is simple: the transition between planes should not divide the template structure into two parts, unless it is a feature of the structure itself, as in h3dm1, for example. That is, the transition to another plane during the game should occur as early as possible.
The same mirrored diamond, I think, could have been made with two transitions to another plane from the starting zone, but instead, there is only 1 transition, and for some reason, the guard on it is stronger than on the intra-plane ones.

As for the mirrored 8mm6, it would be quite suitable for Hota if the buggy paths were fixed. The fact that it supposedly didn't work out is simply because no one really tried it. I played it a couple of times - in my opinion, it's much more interesting than h3dm1.

In terms of size, as already noted, an XL mirrored map doesn't make much sense, because a large size is a way to achieve balance, which is already present in the mirrored map by default.
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Armageddets
Mirror mt_Teamwork.

2) Reduced version (divided the template in half and mirrored it; there are also 2 portals in the center).
Reduced Mirror Teamwork

The teleporters lead to the same point on the map, on a different plane, but they should be crossed.
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Mt_teamwork (trimmed) cross connections: Trimmed cross teamwork Mt_teamwork (full) cross connections: Full cross teamwork

Added 15 minutes ago
Look at how the mirrored 8mm6 is made in Warlords (the scheme is in the mirrortemplates folder). There are 6 connections between the planes. This particular template is not very suitable for Soda, because the buggy passages will break the structure, but it is perfect for illustrating the principle. And the principle is simple: the transition between planes should not divide the template structure into two parts, unless this is a feature of the structure itself, as in h3dm1, for example. That is, the transition to another plane during the game should occur as early as possible. I think that the same mirrored diamond could have been made with two transitions to another plane from the starting zone, but instead, there is only 1 transition, and for some reason, the guard on it is stronger than on the intra-plane ones. As for the mirrored 8mm6, it would be quite suitable for HotA if the buggy passages were fixed. The fact that it supposedly didn't work out is simply because no one really tried it. I played it a couple of times - in my opinion, it is much more interesting than h3dm1. In terms of size, as already noted, XL mirrored doesn't make much sense, because a large size is a way to achieve balance, which is already present in the mirror by default.


Well, in this matter, opinions can differ. If we take Jebus and similar templates with exits in the center, then you can cross them as you like. But if you take 8mm, 6lm, 8xm templates, then crossing them leads to the fact that the template is not exactly the same as the original scheme, but some passages change, and the template turns out to be based on the template. But on the other hand, crossing allows you to go to other zones with objects that are not repeated from this zone. I can do both - I don't care. It's up to everyone's preference.

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The principle is simple: transitioning between planes shouldn't divide the template structure into two parts, unless it's a feature of the structure itself, like in h3dm1, for example. That is, the transition to another plane during the game should happen as early as possible.
I think the same mirrored Diamond could have been made with two transitions to another plane from the starting zone, but instead, there's only one transition, and for some reason, the guard on it is stronger than the guards within the same plane.
I believe that in the future, a software mechanism will be implemented for mirrored maps to prevent transitioning to the opponent's plane before day 121. This will solve the problem of early contact. Experience has shown that even with replaying the turn, this can be fatal for the blue player.

Therefore, on the mirrored Diamond, I specifically placed a slightly stronger guard at the teleport spawn point – so that people would primarily rush into the zones of their own plane, and not get used to the idea that they can freely enter the opponent's plane in the first week.
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Wicc
That's why I specifically placed stronger guards at the teleport on the mirrored Daimond, near the spawn point – so that people would primarily rush into the zones of their own plane, and not get used to the idea that they can easily enter the opponent's plane for free in the first week.
Well, you are quite the strategist:smile07:
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Wicc
I believe that in the future, a software mechanism will be implemented for mirror maps to prevent crossing into the opponent's plane before turn 121. This will fundamentally solve the problem of early contact. Experience has shown that even with a replay of the turn, this can be fatal for the blue player.

Therefore, on the mirror Diamond map, I specifically placed a stronger teleport guard near the spawn point – so that players would primarily focus on exploring their own plane, rather than getting used to the idea that they can freely enter the opponent's plane in the first week.
In my opinion, it hardly makes sense to adapt all templates to this principle. Some, like Jebus and h3dm1, yes.

Armageddets
Well, in this matter, opinions can differ. If we take Jebus and similar templates with exits in the center, then you can connect them however you like. But if we take 8mm, 6lm, 8xm templates, then connecting them results in the template not being exactly the same as the original scheme, but some passages change, and the template becomes based on the original. But on the other hand, connecting allows you to move to other zones with non-repeating objects from this zone. I can do both, and it doesn't make a difference to me. It's a matter of personal preference.
In the given example of the template, there is no change in the structure. There, the colors of the computers are different only for technical reasons. What you call connecting is the only acceptable way to mirror: mirror zones should not be connected to each other, and if this cannot be avoided, they are connected by two pairs of teleports in a cross pattern, as in Jebus. This was already explained by Wicc above.
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Full mirrored Jebus Cross with two portals from center to opponent's center and an additional portal from your own spawn directly to the opponent's center. This way, everyone will have the opportunity to exit not only into their own center but also into the opponent's. Additionally, in all zones except your own, guards are strengthened to 120k to speed up the game and reduce powering up.
Mirrored Jebus Cross with exit to opponent's center

Added after 7 minutes
In my opinion, it hardly makes sense to tailor all templates to this principle. Some, like Jebus Cross, h3dm1 - yes.


In the given template example, there is actually no structural change whatsoever. The computer colors are different only for technical reasons. What you call crossing is the only acceptable method of mirroring: mirrored zones should not be connected to each other, and if this is unavoidable, they are connected by two pairs of teleports crosswise, as on Jebus Cross. It was already explained by Vik above why that is.

That is exactly why I am immediately making several versions of the template with connections. Each person chooses the version they consider best. You cannot impose your point of view on others. I see no point in placing 2-4 portals in every zone except the central three (a bunch of portals to the same zones, additional blocks due to their guards, other road junctions, less space for objects, etc.), and crossing connections, for example on one of the 8xm templates, could significantly drag out the game due to the increased distance in the number of zones from the opponent, resulting in a different template. I advocate speeding up the game process, but if mirroring significantly changes the template's layout, I would rather give the template a different name than call it the same. 8mm - it mirrors perfectly, and crossing is not as significant there, of course, and on similar symmetrical templates with an equal number of zones to the opponent and computers.

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Armageddets

That's why I create several template variations with connections at once. Everyone chooses the option they consider the best. You can't impose your point of view on others. I don't see the point in placing 2-4 portals in each zone, except for the central treasure rooms (a bunch of portals to the same zones, additional blocks due to their protection, other road junctions, less space for objects, etc.), and crossing connections, for example, on one of the 8x8 maps, can significantly prolong the game due to the increased distance to the opponent in terms of the number of zones, and it turns into a different template. I am in favor of speeding up the gameplay, but if mirroring significantly changes the template scheme, I'd rather call the template by a different name than keep calling it the same. The 8x8 map mirrors perfectly, and crossing connections are not as significant there, especially on similar symmetrical templates with the same number of zones to the opponent and AI.

Not every template structure is suitable for mirroring, so it's not about the names. In the case of the 8x6 map, the structure is preserved when connections are crossed, but it changes with a direct connection. It's no coincidence that I chose it for mirroring. In general, it is enough that each half of the template structure also has symmetry; then, you can mirror it without directly connecting the mirrored zones. And, of course, there should be an even number of zones.
If you don't understand why direct connections between mirrored zones are bad, then I'm sorry, but I can't help you.
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I've stated my point of view, you've stated yours — that's how conversations go. There's nothing to apologize for. Whether a template catches on or not depends on more than just how much it's been played; there can be many reasons (game version and its popularity, tournaments held, advertising, template pacing and balance, etc.). What seems like a great idea in theory often turns out to be garbage in practice. And what I personally like will 100 percent not appeal to some other players, while at the same time appealing to another group of players. That's normal. Everything needs to be tested. Templates can be mirrored with any structure; it's just that if there's an odd number of zones, one or several zones are duplicated and connected as in Jebus Cross.

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