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Posts from Walkthroughs for custom maps.

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In reply to Lider1
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5 years ago
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Lider1
I think it's actually very appropriate. And here, it's more about the era itself, not specifically about people. Back then, there was a culture of offline play. And you wouldn't even think of seriously discussing completing a map with cheats.
(And moreover, they even punished you for discussing bugs on the same forum).
As you can see, this doesn't fully correspond to reality. The participant in offline tournaments, who was also a moderator, used exploits while playing "for himself." That's all I have to say about it.
In reply to Marlo_Stanfield
5 years ago
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By the way, if you do decide to hold an official tournament, you should consider using SOD_SP. This would allow you to simply embed the necessary plugin options into the map (for example, fixing some game bugs). Also, you could then use the Rose Editor to edit the guards and loot in creature banks and other objects, where the regular editor doesn't allow you to do so.
In reply to Dandy
5 years ago
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Dandy
This is a typical puzzle map that tests your understanding of the game and its mechanics, usually implying a single solution, which can generally be reached logically. If brute force or trial and error is used to find the solution, it's usually on a small scale, in addition to this particular battle.
In your first stream of the map, you mentioned that you had completed a third of it, and then a certain problem arose – either a gameplay problem, where it's unclear how to complete a particular battle, or a technical problem, where something is bugged or seems to be working incorrectly. If it's the latter, it's best to sort it out now; I tried to account for all possible bugs, and one of them is even mentioned in the storyline, along with a way to fix it.

To avoid spoilers for others, I suggest discussing this in Telegram or VK – I initially wanted to communicate via private message, but I haven't been able to message anyone on this forum for a week – it gives a 500 error.
5 years ago
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the problem of free time arose). I've already spent the last couple of days of the holidays (well, not entirely) exploring different options. For variety, I researched/played through the following battles in the 3rd day range, but I got stuck on the battle with the champions. And after the holidays, I had even less time. I didn't look much further, and I don't think I encountered any technical issues.
5 years ago
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I watched the streams, and the battles are certainly fun, but the map's linearity really spoils the experience. It would be more interesting to confuse the player with alternative options. Or even not confuse them, but simply give them the opportunity to choose different ways to complete the map.
In reply to Nasos
5 years ago
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Nasos
Watched the streams, the battles are fun, but the map's linearity really spoils the experience. It would be more interesting to confuse the player with alternative options. Or even not confuse them, but simply give them the opportunity to choose different ways to complete the map.
This is a puzzle map; on these, everything is always strictly linear.
5 years ago
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Or the authors just lack imagination.
5 years ago
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Can you recommend a map where creature recruitment primarily relies on external dwellings? In other words, a map that doesn't focus on building up a castle and doesn't feature ubiquitous level 7 creatures.
5 years ago
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Nasos, There is a certain degree of variability, for example, in the Charlize branch. I first killed Synke (she can be killed without armor), and only then Inteus, which is why Inteus had a suspiciously easy time (the main thing is to find the initial setup where the phoenixes commit suicide against the azure creatures). However, the next battle against Fiona was very difficult, and all because the archdevil was sacrificed in the battle with Synke, and instead of him, I had a unicorn, so Fiona was killed by removing her retaliation and with a lot of randomness (the effect of fear).

In the Ariadne branch, there are also options; Dandy pointed them out. I will add that the battle with Thorgrim can be passed with walls without blindness. More mana, but it's not a pity to spend. The battle in the Ellen branch with taking Pandora (dragons and elementals) is also noteworthy in terms of options.
In reply to wenwell
5 years ago
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So, you're writing all this because you played through the map yourself, but that's not very good; truly cool players draw conclusions by watching someone else's walkthrough.
In reply to Obi
5 years ago
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Obi
You're writing all this because you played the map yourself, and it's not very good. Truly cool players draw conclusions by watching someone else's walkthrough.

Make a map that doesn't require plugins or mods, and I'll gladly play even a "corridor-like" walkthrough. In general, you shouldn't take criticism so personally.
In reply to Nasos
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5 years ago
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It is technically possible to create the Almighty Fairies 2 map without a plugin, but the player will very often have to click the confirmation checkbox up to level 6424. In general, maps of this type are unlikely to be enjoyable for the player without a plugin.
In reply to Louis Cyphre
5 years ago
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Perhaps it’s possible to do it without plugins. In any case, heroes of level 868 are created easily, and with a level cap, meaning they don’t have an experience overflow issue. I’m currently studying the code, in case it allows creating heroes of level 6424 with a level cap.
In reply to Nasos
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5 years ago
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Nasos
It might be possible to do it without plugins. In any case, heroes at level 868 are created easily, and with a level cap, meaning there is no experience overflow. I am currently studying the code, in case it allows creating heroes at level 6424 with a level cap.
With 868, the level cap doesn't work correctly; there is still an experience overflow. With 6424, there is no level cap at all, so you don't even need to waste your time on it.
In reply to Nasos
5 years ago
Nasos
Maybe and can be done without plugins.
I tested every combination by trial from 100-255 in mapeditor years ago, the highest level you can lock is 868 by setting an experience limit of 109.
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75 = 88; 89 = 100; 101 = 108; 109 = 868 [restriction = in-game effect]
In fact there are a few duplicates along the way but 109 was the earliest one and it didn't require special modifications for number positivity beyond cap of 127.
The only way to have a cap at 6424 is with a plugin because only caps of 0..255 are possible through mapeditor.

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