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The symmetrization technology is roughly as follows: a map for 2 players without a dungeon is generated (for example, an sm-map), in several zones of which there will be neutral villages (on an sm-map, these will likely have to be placed in treasure rooms).

Next, using special software, the surface content is copied into the underground; the colors of the underground castles are changed to brown and green, and villages are replaced by lifts. Markets are placed in the starting castles (for exchanging resources within a team). Optionally—a teleport to an ally near the castle.

Naturally, you have to play cross-wise: for instance, if Castle vs Ramp is generated, then in the first team one player plays as surface Castle and the second as underground Ramp. In the other team, it is conversely own.

Restarts, naturally, are not provided for.

Small costs of the process—underground castles do not have the home territory bonus in battles on their own respawn (all battles take place on subterrain); in SoD, this will have to be accepted as an inevitable evil, as this can only be fixed using TE tools. Also, despite the symmetry of objects, the contents of all banks are randomly generated (meaning if one team has a Dragon Utopia on their respawn, the other will too, but it will grant different artifacts), the contents of huts and universities, the amount of resources in piles, and for some piles, their type. This can also only be leveled out via TE scripts.
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Greetings.
Wicc;193259
Small costs of the process - underground Castles do not have the home territory bonus in battles on their own respawn (all battles take place on subterrain), in SoD this will have to be accepted as an inevitable evil, this can only be fixed using TE tools. Also, despite the symmetry of the objects, the contents of all banks are randomly generated (meaning if one team has a Dragon Utopia on their respawn, the other will too, but they will get different artifacts in it), the contents of huts and universities, the amount of resources in piles, and for some piles, their type. This can also only be leveled via TE scripts.
I can offer my help in polishing the maps, i.e., making them "almost" absolutely symmetrical; I have experience at least in creating such maps from scratch and, what is not less important, all by hand (you can check them out via the links in the signature) :)

Respectfully, K0Lb@zzeR.

P.S. If time permits, I'll be able to whip up a couple of maps from scratch. Only by hand can you get a worthy masterpiece. IMHO.
:smile13: [ТУРНИР] "Гонка за Лидером" :smile13:
:smile28: [M] "Я и моя тень" - "I am and my shadow" :smile28:
:smile16: "Быстрая смерть" - "Fast Death" :smile16:
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1) The contents of banks/universities cannot be balanced at the map level; this can only be done with scripts.
2) Discussion about random maps.
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Wicc;193259
The symmetrization technology is roughly as follows: a map for 2 players without a dungeon is generated (for example, an SM map), in several zones of which there will be neutral villages (on an SM map, they'll likely have to be placed in treasure rooms).

Then, using special software, the surface content is copied into the underground; the colors of the underground castles are changed to brown and green, and the villages are replaced by lifts. Markets are placed in the starting castles (for exchanging resources within the team). Optionally—a teleport to the ally near the castle.

Naturally, you have to play cross-wise: that is, if, for example, Castle vs Rampart is generated, then in the first team one player plays as surface Castle and the second as underground Rampart. In the other team, it's vice versa.

Restarts, naturally, are not provided for.

Small costs of the process: underground castles do not have the home territory bonus in battles on their own respawn (all battles take place on subterrain); in SoD, this will have to be accepted as a necessary evil; this can only be fixed using TE tools. Also, despite the symmetry of objects, the contents of all banks are randomly generated (meaning if one team has a Dragon Utopia on their respawn, the other will too, but they'll get different artifacts in it), the contents of huts and universities, the amount of resources in piles, and for some piles, their type. This can also only be leveled out via TE scripts.
Although I don't know much about all these settings, I understood everything listed above. It's very clever, and if about 10 such maps are launched, it would be great. I suggest sending examples of your maps to me and a couple of guys who left their comments for consideration. Even better would be to play a trial map 2v2 just to see how it goes. If everything works out, we can generate 2v2 maps and gather a decent number of participants; then the tournament can gain momentum. That's why I'm trying to promote this idea. Thanks guys for the help, attention, and interest, because as they say: the strategy and tactics of the game depend not on one player alone—the opponent also helps you think, and a team takes the game to a new level.....
Ушел с героев, пока пряники)
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It seems like this type of tournament won’t happen, as there are too many disputes and incompatibility in choosing the game’s advantages for 2v2 matches. Therefore, this is probably my last message in this thread…
If anyone wants to play 2v2, I’m always happy to and will gladly play, but there are a couple of rules regarding this:
1. Due to the length of the match, I suggest notifying in advance about this type of game. So that we can agree on a time to play without interruption and for a long period (for example, “Hi, I can play 2v2, from Friday to Saturday, from 7 PM Moscow time to 6 AM, my nickname and ICQ”).
2. Since it’s impossible to distribute opponents of equal skill to players as partners, I suggest choosing a partner yourself…
That’s all, thank you for your attention, for supporting my idea, and good luck to everyone…
Ушел с героев, пока пряники)
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Dirty Player
I want to play with you right now, my E-Mail: CelestialArchangell@gmail.com
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SEM_56
I agree, but the chains are built for the opponent, in case they unexpectedly invade your lands, or am I wrong? That's what scouting is for...
Okay, 2 minutes is too little, but will someone still explain to me what the heck is going on in the early days that makes it take so long? Are you transferring troops to make them endure more??
I definitely don't consider myself a "master," but I'll try to explain:) What can you do in the first turn? Honestly, 4 minutes is usually not enough for me because: in the first turn, 3-5 heroes fight – the first ones usually fight for piles of gold and chests to buy the next ones that will break through the blocks on the paths – to increase the pace, development must proceed in ALL priority directions – and for this, you need to transfer the army from direction to direction – these chains must be reversible – this is already complex calculation. Also, in the early turns, you NEED to take "difficult" objects – for example, in the Шахтер (Shafter) map: having a good attacking stack, he can take on turn 111: a level 2 consulate, a maxed-out gnome pit, or a large medusa pit – BUT the slightest mistake (especially in positioning) threatens a loss – and therefore, everything must be done carefully and without rushing. Of course, scouting – the players need to choose the right directions, have time to notice important objects, and, if possible, break through the blocks so that this does not affect the overall pace. Conclusion: you need to calculate and build chains so that there is no "shortfall" in 1 cell or a "reserve" of 10 – this also takes time – transferring troops without the "T" buttons is also not a quick process. Well, and battles, of course – you shouldn't rush here either – it's simple when you have a bunch of archers – hit and run. But not all castles have such bonuses, so you need to use multi-round tactics and strategy, which cannot be fast. It is also very important to assess the respawn for taking a restart – as a rule, you also need to analyze a lot – sometimes calculate piles of gold, calculating the probabilities of building and buying. I know for sure that many players take screenshots of the map and look at them in battles, accurately analyzing the respawns. And in conclusion, try to take saves from a game between two "pros" and exactly repeat their moves – I think you won't be able to do it in 6 minutes either;)

"Это нам идеально подходит!" [Новосибирск, 2013]
"Красавчик! Если только не читер.." [Киев, 2014]
"Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015]
Сам ты фиш (с) :D
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Ready to play 2v2 right now. Feel free to contact me. The idea of 2 minutes per turn seems good to me. We could even play without rests, except for the mandatory ones at level 10. Fixed or random map generation doesn't matter to me. I want to play 2v2!!!
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