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1. I tried to give the player a minimum of resources at the start so that they would find everything themselves.
Previously, I didn't draw spirals at all; I simply divided the original map into squares using wall obstacles. Inside this square, the hero could move around as they pleased until they went beyond its borders and moved to the next square. The idea came from there.
When I switched to spirals, the idea of minimum resources migrated there as well.
I actually tried to make the number of resources 0 across all Articles, but I still had to add wood and ore to fit everything into one month, rather than constantly running to the market to exchange resources. That takes too long.
2. The map is not intended for a "speed-run". If you run out of moves, wait for the next day. I generally play with only one hero; all others are needed exclusively for delivering troops, not for war. That is my strategy.
3. Previously, I made maps with passage widths greater than 1 cell: 2, 3, 4... The game became much more dynamic. Now, that's not my goal.
When drawing spirals, you have to calculate not only the outer side but also the inner one. This increases the time needed to build maps. I don't need that kind of hassle. Whether the computer lags with a passage width of 1 cell doesn't bother me one bit.
4. Thanks for the review, I'll check it out sometime.
5. There are such "water" maps where drawing wall obstacles in the usual way leads to a crash of the map editor. In those cases, yes, you really have to add obstacles manually. This makes drawing much more difficult! These glitches only hinder map building. But there's no other way.
This happens on maps larger than size S. Although not all of them. For example, on the "Pirates" map, which I sometimes use as a basis.
6. There are many cities only because the distance between cities is small. You mean maps where the distance is 30 or 40 units. But in my arsenal, I have distances of 120 units, and previously I also made them 90 and 180.
7. I don't use the Grail. And it's not needed on such small and simple maps. If it appears, it's only because it was on the original map, and I simply don't throw away obelisks, using them as elements (decorations or objects).
8. In principle, nothing stops you from making changes to the project by adding your favorite elements. Add them and play. I like how I do it. There are an infinite number of options—you have to choose some limitations for yourself.
Added after 1 hour 50 minutes
15:29 - As for persistence, I'm simply testing my idea. Or rather, ideas arise constantly; I generate them. And then I test in practice how it will be. This is called research.
It gives the brain a workout. Is it interesting to research? Yes, it is. It's interesting what will happen next—on larger maps, if I ever get around to them and actually draw them.
And plus the aesthetic pleasure from the map, naturally.
16:27 - Previously, definitely Windows 95. Now Windows 2000. This is a bit more convenient, but not essential.
I used Turbo C to calculate the boundaries of 1/8 of a circle. They are needed to draw part of the spiral in a "round" shape, rather than just any random one.
As a reward, you can consider not only the map but also its image. It's like art for oneself. It's also pleasant to see the fruits of one's labor.
22:00 - that is not my description! This is the description of the original map from which I made my own. I simply didn't change it or remove it.
The technology is this: a map from "Heroes III" is taken, and all boundaries are erased. Then they are redrawn in the form of a spiral to walk along.
That is, the original map is not mine, the description is not mine. I only change what I need.
I always play as Red. I've simply never tried any others, although I always add that possibility. In case someone wants to try!
23:00 - "Tax" is a kind of joke. The first tax is taken from the player themselves. A hint at modern Russia, where a person is stripped bare.
The second tax is collected by the hero himself from his subjects so that there are resources for development.
25:30 - This tax was in the original map. I didn't remove it. On the contrary, I made it available to all players on the map.
On other maps, there is no such "bonus". There you play without resources—only what you earned yourself.
30:42 - I generally enter the first battle only after 2 months, once I've accumulated enough troops for an attack.
34:40 - The opponent develops at the same speed as you. And even faster! Therefore, they always have more troops. And they must be defeated. That's the trick of spiral maps. Although for gamers, there is nothing surprising about this.
35:13 - play "from defense", stay in the city and defend. You have dwarves. Shooters always beat them; it's obvious.
Added after 2 hours 41 minutes
41:54 - And there's no reason to push forward when you have no troops.
1:04:04 - That's how I also get confused in the dark when the enemy casts "fog of war".
1:21:16 - Variety can be added. For example, instead of playing as one, enable teams in the map options and play with an ally. I can arrange that.
Or play not only as Red but also as the ally—two races at once.
You can play starting simultaneously from two ends of the map with one team.
1:22:17 - I didn't place a final boss. He appeared for you by chance. And I didn't set "fog of war" either. It also appears randomly, so all map options change every time, and each player gets their own map.
I placed portals exclusively to slightly "smooth out" the edges of the map and to make the "spiral" a bit more even and round. Otherwise, the shape of the map turns out messy.
1:25:55 - It is possible to lose. If you stay in the Castle for 2 months while the opponent levels up somewhere on the distant approaches while you accumulate troops in your castle. And when he arrives, he has many times more troops; a fatal finale is inevitable. On certain types of maps, winning is simply impossible—if you hoard troops instead of moving forward as the opponent does.
Algorithm is a strong word. There are many nuances that need to be worked through, and it's done manually. Essentially, the entire process of building such maps is a mental strain, and that brings pleasure.
Take, for example, the ogre dwelling. And further up the branch—the orc dwelling. An algorithm won't do that. It must be done manually.
I tried both square and triangular ones. But if you need to CALCULATE, only round ones are needed.
And all this requires a lot of time. I alone am not enough for such things; I have other original ideas.
A map of this kind (and size S) is made in one day. Sometimes two. But then it needs finishing touches. And testing, although testing takes slightly less time than the drawing itself.
1:34:44 - very many cities. On a linear map, it probably wouldn't work.
It would work if you gave resources at the start, gave spells like "Fly" or "Teleport", but for me, those are unnecessary perversions of that same spiral.
1:41:54 - this was not intended. You sold resources that I assumed would be spent on building the city in the first month. You can't leave the player with absolutely zero resources, right? Otherwise, a city cannot be built without wood and stone. And money for construction accumulates on its own.
1:42:43 - the relic artifact remained from the original map. I simply placed a guardian monster so that the computer couldn't take it too early (and defeat the player immediately).
That wasn't me. I drew the map for the original "The Restoration of Erathia". The fact that you got this in an advanced version is not my fault. I've never seen that happen.
1:44:22 - probably, it was a glitch of the game itself. It glitches sometimes. But every version has its own glitches, so I can't say anything here.
You downloaded the original "The Restoration of Erathia" map, which I later edited in "The Shadow of Death" editor. But I saved it as "The Restoration of Erathia" map.
Glitches happen there. Because of them, the game crashes, because of them, the editor itself crashes...
1:46:52 - of course not. You launched it in a more advanced version, and the map was generated for your version.
Added after 23 hours 31 minutes
I've figured out what my maps could be called. "Corridor strategy"! After all, there are "corridor shooters", and this is a "corridor strategy".