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Posts from [ТУРНИР - HotA] "Long way"

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7 years ago
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Tournament "Long way" Hota
An analogue of a popular tournament on Sod; it is being held for the first time on the Heroes version Horn of the Abyss.


Rules

1. The tournament will be played on the latest version of HotA + the latest version of the HD mod; tournament rules are enabled in all templates.

2. Standard rules for HotA apply.

3. Tournament format: Double Elimination, BO1 preliminary and first round in the upper bracket, then BO3 until the final, the final starts with a score of 0-0, BO1 in the lower bracket.
The draw will be based on the current HW rating from 4 brackets to maximize separation between favorites.

4. Players may, by mutual agreement, make any changes to the rules, but the templates must be XL+U.

5. For each game played, participants must submit a report and confirmation in this thread, created automatically.
Saves of all games must be saved until the end of the tournament and submitted upon request from the tournament organizer or any member of the AC (Administration Committee).

6. The preferred time for games is daytime (12-24 Moscow time) on weekends and evening (19-24 Moscow time) on weekdays. If a participant cannot play at that time, the absence of a game result will be interpreted by the organizer as a win for their opponent.

7. Tournament judges: Godofwrcrft (ICQ: 728986056 Discord: Godofwrcrft #9188), Xocenk (ICQ: 703804372 Discord: Xocenk#2473)

8. Templates:
6lm10a, mt_Andromeda, spider, 8xm12b, nostalgia
On the Nostalgia template, fast roads are used; the rules for choosing castles are the same as on the mini-nostalgia template.
On the 8xm12b template, medium roads are used.
On the mirrored mt_Andromeda template, restarts are 111.
All templates have a timer of 21:00+08:00+01:15

9. In a BO1 series, the choice of template is made in the standard way. The loser flips a coin to determine who chooses first.
In BO3 series, there are special rules for choosing a template. In the first game, the standard method is used. In the second game, the played template is removed from the list; the loser of the first game chooses first (i.e., removes one more template). If the score is 1:1, there are no longer two played templates left in the third game, and the winner of the second game chooses first.

10. City selection is done by trading from a pair of random cities. If two identical castles are generated, they must be regenerated. Each player has the right to regenerate the city pair once at their own discretion, paying 500 coins to their opponent. At the same time, the player who pays 500 gold can impose a ban on generating one of the cities.

11. Total restarts are 3 days (111+111+111 or 111+112 or 113)

Tournament format.
1. Registration from April 21st to May 12th, 2019.
2. Draw and start on May 13th.
3. For BO3 series, the deadline is 4 weeks; for BO1 series, it's 2 weeks.
4. The final BO3 starts with a score of 0-0.

Good luck to all players.
In reply to Sevan_80
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7 years ago
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(21:00+08:00+01:15) The timer is standard for HotA; it is specified in the template description. Regarding the button, I am also waiting for it.
In reply to Godofwrcrft
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7 years ago
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There is a button.
A rhetorical question to the organizer: why feed the participants with unpopular and unproven templates? Why not just leave the 6LM speed-nostu template? Or even better, ask the HL nagibators how to do it correctly. Ask FTS, Lucky, Dave, Goma... There will be a higher chance that they will sign up and the tournament will benefit from it.
In reply to Sevan_80
7 years ago
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Please register me for the tournament.
In reply to SECTOR767
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7 years ago
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I agree with Benis, a pool of 3 proven templates is better, in my opinion.
In reply to saneok
7 years ago
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saneok
I agree with Benis, a pool of 3 proven maps is better, in my opinion.
Let's remember how Nostalgia became a proven map. Vic included it in castle tournaments before, and it wasn't played much there. As a result, he included it in the IP, where players who liked HLecs had to play it against a 6LM opponent with Cherk. (I think someone was unhappy that he put it in instead of a proven Spider map.) As a result, Nostalgia was tested and it worked out.
Why not try to find (or modify existing) more viable maps? And where else to do this if not in tournaments? Otherwise, no one will seriously test them.

We need to ask the "papashki" (experienced players) how to specifically change 8x12 and 8mm6 to make them more playable.
A variant of changes was proposed. Download the map and specifically list what is wrong with it. While the tournament hasn't started, the organizer is ready to change the maps.
In reply to Sevan_80
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7 years ago
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Please register me for the tournament.
In reply to SECTOR767
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7 years ago
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List of major changes in template 8xm12a:
1. Mandatory roads exist between zones 21-22, 31-32, 22-4, 31-5, 31-6, and 22-3.
2. Zones 31, 32, 22, and 21 have been given resource mines to make it easier to identify these zones.
3. Passages between zones 4 and 26, and 5 and 27 are prohibited, making a quick encounter unlikely.
4. All mines except gold mines have been removed from the main treasure zone 33 to save space.
5. The frequency of dragon utopias generation has been increased from 100 to 210.
6. The maximum number of utopias has been changed to unlimited in zones 9 through 20 (zones with villages).
7. The maximum number of utopias in the main treasure zone 33 has been changed to unlimited.
8. In all other zones, as in 6lm10a, there can be no more than 1 utopia.
9. Roads to zone 33 (the main treasure) are prohibited.
10. Connections between zones 14-5 and 15-4 have been removed.
11. Zones 32, 31, 22, and 21 cannot have a terrain overlay (sand, swamp, snow).
12. Passages between zones 5-14 and 4-15 have been removed.
13. The guards for passage to zones 9 through 20 have been strengthened from 3 to 6.
14. New template name: 8xm12b


To play on the template, you need to unpack it into the Heroes_HoTA\HotA_RMGTemplates folder, and only then launch the game.
Attachments 2
2 files attached • Total size: 709.3 KB
In reply to Xocenk
7 years ago
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Xocenk
Let's remember how Nostalgia became a proven template. Vic included it earlier in castle tournaments, but it wasn't played much there. As a result, he included it in the IP, where fans of HLek, when playing as Cherk, had to play against it. (It seems someone was unhappy that he put it in instead of the proven Spider.) As a result, Nostalgia was tested and it worked out.
Why not try to find (or modify existing) other good templates? And where else to do it if not in tournaments? No one tests them seriously otherwise.

We need to ask the experienced players how to specifically change 8x12 and 8mm6 to make them more playable.
A variant of changes was proposed. Download the template and specifically list what is wrong with it. While the tournament hasn't started, the organizer is ready to change the templates.
There are a few important points in your story. First, Vic also included 8x12 in his tournaments at first – it didn't work for anyone at all. While Nostalgia wasn't particularly refined before or after the tournaments, it simply turned out to be more playable in HotA than the SoD version (whereas 8x12 was the opposite). And I have doubts that it will be so easy to make it playable just by tweaking a couple of mandatory and non-mandatory paths.
Regarding Might and Magic 6, I didn't even try to play it in HotA, but I don't think it differs much from the SoD version. And the main problem with Might and Magic 6 (at least in SoD) is the too linear encounter in the "center" at the end of the 1st, beginning of the 2nd week. And then, very often, the one who got more power along the way immediately pushes the other into a corner, and then the whole question is whether there will be air control in the corner so that they can break through to new zones, bypassing the opponent.
In reply to LuckyF
7 years ago
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LuckyF
The main problem with Heroes 6 (at least the original version) is the too linear encounter in the "center" at the end of the first week and the beginning of the second. After that, very often, whoever gets more powerful units along the way simply pushes the other player into a corner, and then the whole question becomes whether there is air control in that corner, so they can break through to new zones, bypassing the opponent.
Or maybe this isn't a problem with Heroes 6, but rather its unique feature? Maybe it's easier to slightly adjust Heroes 6, as Russel did in the MIX template? In the beginning of the second week, the encounters and wars involving both main heroes and lesser heroes introduce something new to the game, rather than the usual gameplay, as in Heroes 6LM, where you just pump up support units and start taking over cities; whoever has more support units and luck wins.
In reply to kamukag3e
7 years ago
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kamukag3e
But maybe this isn't a problem of MM6, but rather its unique feature? Maybe it's easier to tweak MM6 a bit, as Russel did in the MIX template? At the start of week 2, encounters and fights with both mains and low-tier units bring something new to the game, rather than the usual like for 6LM — you leveled up supports and started capturing towns; whoever has more supports and luck wins.
Quick encounters happen periodically on all templates, why don't you have enough of that kind of feature? But on MM6, encounters on 117-122 can occur 6+ games in a row. And the main thing is that very often there are simply no options for the side that has fewer Dragon Fly Hives and control along the way, other than to flee entirely into their corner, dead-end treasure zone. Well, then, as I wrote, if the treasure zone is rich and there is a chance to get or build air control within a reasonable time frame, the game continues; if not, then the game is lost purely on generation, even against a not particularly strong opponent.
In reply to Godofwrcrft
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7 years ago
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You can’t please everyone anyway, so do what you think is right. Those who want to play will play, and those who want to complain will do so regardless. It’s a vicious cycle :(, but what’s most “amusing” is how vultures flock to criticize and offer unsolicited advice on other people’s projects.
In reply to BISHOP
7 years ago
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BISHOP
You can't please everyone anyway, do what you think is right. Those who want to play will play, and those who want to complain will do so regardless. It's a vicious cycle :(, but what's most "amusing" is how vultures flock to criticize and offer corrections to other people's projects.
What amuses me the most is how some people try to turn any discussion, even a calm one where someone expresses their opinion about templates, into a "vultures flocking to criticize" situation.

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