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Finally, I found the time to write some suggestions for improving the tournament.
1) Regarding the autumn maps.
1. Me vs You
I haven't played this map myself, but after opening it in the editor and studying it theoretically, I can say the following. The map is symmetrical and should play well. However, a) the event with the gems and the special victory condition need to be disabled; b) about half of the heroes are banned, including even heroes like Valeska and Tyris, which is strange; c) it's not clear why a shield and a titan's sword are located in the corners – after killing the dragons, you can only get out with ranged damage dealers or by flying, but they are banned... It would be rational to replace the one-sided items with portals in both directions; d) the selection of banned spells is quite strange – for example, summoning elementals.
2) The Hive
A good, interesting, and symmetrical map.
Here, too, the events and the special victory condition need to be disabled. In addition, it might be necessary to ban starting as Necropolis by the rules. It is impossible to counter the Necromancers on this map.
3) Universalcom
Again, the events and the special victory condition need to be removed. In addition, something needs to be done about the dragon quest; otherwise, the blue player gets an unconditional advantage. You can either remove the artifact of wonder altogether or add serious guards to it – for example, ten level 7 monsters.
Otherwise, everything is fine here.
4) Onlystrong
Almost everything is fine here. The only thing is that I would swap the prison and the stable for the blue player (or for the red player) so that it takes the same number of days to reach the player's castles for a significant army reinforcement.
5) Battle Royale
I haven't played this map, and I didn't find any flaws in the editor.
6) Boomerang
It's a bit strange with the heroes here. Both times I played as Barbarians, Kilgor, the monster specialist, appeared. And Kairic and Gunnar are banned... Overall, the map is excellent.
7) Across the Bay
Also an excellent, symmetrical map.
8) Natural Enemies
I haven't played this one, but it looks very interesting.
9) Desert War
I haven't tested it, but it seems that almost all castles will have huge problems with wood and stone; I would put one pile of each near the mines. And also – all heroes, artifacts, and spells are allowed. I don't know if this can happen, but if the Utopia gives the Alliance of Angels as a relic, it won't be very fair.
10) Divided Loyalty
The map is not well-developed. Again, there are no bans, and the Alliance of Angels was found in a real tournament game with weak guards. In addition, the colors are not very balanced. A good player with the blue color will not be able to lose – the lands are too rich compared to the terribly blocked territory of the red player. In terms of chests, especially the free ones, the blue player is far ahead; you can pass the early game without killing anyone, while the red player will have to go through level 3 monsters, etc.
2) Regarding the new maps.
In the last season, there was Hourglass II; I played it twice and liked it very much. I would like to see it in the next tournament. There was also an interesting map called Outerlimits, but it would be impossible to play without banning Necropolis.
3) Regarding the rules.
Ideally, the organizer or judge would generate the starting save and check the resulting map for balance (more or less equivalent starting army, artifacts, the first pair of chests). But this is unlikely, so I suggest introducing restarts – for example, a mandatory restart with one stack of troops and a subjective restart at 111. Otherwise, Valeska will come with 4 archers, or Pyra will come without a ballista, and it will be difficult to play.