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Posts from Test mini-tournament on the mirrored 2sm4d3 map.

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#1
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Hello, fellow Heroes enthusiasts. Although the days when only the Castle map was played on HotA are long gone, this template still lives in our hearts :D. Every player has been caught off guard by the generator on the Castle map, while their opponent was getting a great start. Now, thanks to the efforts of advanced players, technical progress has reached a point where we can say NO to generator victories. It has become possible to win through skill. Initially, Ivora and Vik created the mirrored template h3dm1. Now, a new mirrored template, h2sm3, has appeared, based on the structure of 2sm4d3. But to bring it to life, a certain number of games need to be played to identify shortcomings and find the optimal and balanced scheme. It is not easy to do this alone and quickly, and it is also desirable to know the opinions of different players. Therefore, I will try to organize a test mini-tournament, in which everyone who wants to participate is welcome. The only requirement for participants will be patience))). And the winner will be able to proudly bear the title of the best))) The regulations will depend on the number of participants, and the tournament will be held in 2 or 3 stages. After each stage, amendments will be made to the template. The tournament will be held on the WT version. Features of the template: The red player will be located in the upper plane of the map, and the blue player in the lower plane. Both planes are absolutely identical. Each will have a road to 2 secondary locations and 1 to a Great Object. Also, 2 tertiary locations on each plane. The connections between the secondary locations, as on the Castle map, are connected by teleports. The teleports are most often located in the corners of the respawn area, and due to the technical features of the mirrored map, the guard will consist of a standard passage guard and a weak unit. The guard of the objects in the tertiary locations is weaker than usual - this is due to an attempt to achieve game balance. The map size is M, and you should not think that the total game area will be much smaller than on an L map. On the standard Castle map, a lot of game space is taken up by empty areas in the Dungeon, but here the entire area of the map is used. Early encounters through the home teleport connected to the opponent's secondary location will be possible, which should keep players in constant tension and encourage them to carefully build their strategy without exposing themselves to attack, and at the same time try to snatch valuable resources from under the opponent's nose. Castles are selected by a randomizer, and the game will be played on the first castle that is selected. A player may request a restart of the randomizer for 500 coins. The choice of hero and color is determined by negotiation. The negotiation will be either for the color or for the hero. Example: Xip generate towns (Inferno vs Necropolis) Inferno is played A: 300 B: 400 A: 500 B: take it A: red B: Fiona A: Marius The player who wins the color in the negotiation may ban from 0 to 3 heroes that will be banned during generation. Also, if both players wish, they can play with the same heroes or, conversely, with different castles. The settings file is here: http://zalil.ru/30122751 - 2nd level is built - roads are medium - magic upgrade is available - classes are available - otherwise, only the Logistics skill would be useful for speed, so it is necessary to balance the probability of its appearance - experience and tax - no - I think the bank should be left - gold stack - no - morale - no The rules are standard for the Castle map. The participants preliminarily agree on the starting heroes and the amount of the transfer and inform me. Before the game, they will be sent a verified save. You can also generate it yourself. Despite the apparent complexity, it now takes me a maximum of 3 minutes, although before it seemed that it was beyond my capabilities. Here is the instruction (written in too much detail, as it is possible that this will also be done by beginners): The program is here: http://zalil.ru/30220632 Here is a description of how to do it: 1 Preparation a) unpack the RAR archive and place it in a separate folder b) - copy the files script73.erm, script73.ers, script90.erm, script90.ers, script97.erm, script97.ers, script08.erm for the Russian or English version of the game to the Data\s directory; - copy the template file allrmg.txt, as well as the Building.txt file (from the Inferno patch) to the Data directory, 2 Map Generation a) - clear the "randommaps" folder b) - launch the game, in the WT chat window, in the settings tab, select the h2sm3 template, generate the initial map in a single game, setting the generator options corresponding to the template (for the h2sm3 template, the options are M, 3, 0, 0, 0, no water, strong monsters, no Dungeon), before generating, be sure to disable anti-cheat in the WOG options; c) - exit to the main menu; d) - launch the Mirrormap program, if necessary, set the conversion options, click the "kill computers" button, click the "Run" button, select the initial map file in the load dialog in the random_maps directory, save the resulting map in the same directory; 3 Game Creation a) - return to the game, start a new game, now in multiplayer in a hot-seat, in the WOG options of the game, set a checkmark on the options "symmetric template", "Inferno patch" - required, "new creature banks" and "anti-cheat" - if necessary, on the last tab; b) - when starting, select the saved map through the menu items random map -> show random map; c) - set the starting heroes, bonus and difficulty level d) - launch the game and save at the beginning of the turn e) - start the game with the opponent from this save There is an option to start not from the save, but from the created map. To do this, put the already processed map in the Maps folder so that it is the first in the folder. The downside: Bugs are possible, so you should be patient. Crashes have been noticed when the blue player enters the tavern on turn 111, when the blue player clicks the "Save" button. For clarity, 3 examples of such a map (with the same heroes, the same castles, but with different heroes and different castles) in GM2 format - unpack and place in the games folder - http://zalil.ru/30107556 (for convenience, a save with the map already open) __________________ We will be waiting for those who sign up until the end of the week and start. In case of successful testing and refinement, Loi may create a tournament with a prize fund.
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Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#2
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Group A

RomarioGrom
Los’
TERM
LeBron

Group B

RiMpel2
zloy_romantik
FAVorite

Group C
FireToSky
numOne
Javdet

Group D

Ivor
Alessandro
Redwhait HP
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to Javdet
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#3
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Roma, in the map editor, people usually place 0-3 heroes. Why are there restrictions? :confused:
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#4
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Sounds tempting; if it doesn't have hardcore difficulty settings, I might give it a try. 559716573


ICQ (559716573)

Стримы
http://ru.twitch.tv/romariogrom/videos?kind=past_broadcasts
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#5
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Javdet
- there is a glass stack.
It's better to remove it because the glass stack can be different on the top and bottom of the same cell.
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#6
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I would remove the stack and bank. Otherwise, if it weren't part of a tournament, I would participate without any chance of winning.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
#7
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I'll play, as long as there's no stacking and no removing heroes.
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#8
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Okay. No stacking, but what's the problem with the bank?

Based on the results of the test games already played, there is a need to disable the following terrain types in the trials:

swamp, rocks, sand, and snow. Since the probability of them appearing is 4 to 3, and there is no particular incentive to go there.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
#9
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And what about pet fighting? Isn't it symmetrical?
In reply to Javdet
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#10
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Javdet
swamp, stones, sand, and snow. Since the probability of them appearing is 4 to 3, and there isn't much incentive to go there.
I also suggest removing the sand from Jebus. :D
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#11
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You compared it, huh))) On Jebus Cross, whether you like it or not, you'll have to go.
I'll repeat once more - the probability of rolling 4 out of 7. Test generations showed that the main battles unfold on the second week on the main zone and secondary zones, with treasure zones as an alternative option. Besides, on the second week you won't really go into a treasure zone that much, and if there's a swamp there - it's a complete ignore. You could do it like this: in the 1st treasure zone, remove the possibility of stone and swamp spawning, in the 2nd - sand and snow. Then the probability of using pathfinding in a treasure zone will be 2 out of 5. Will that work?
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
#12
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I don't care at all, it's a terrible tournament.
In reply to Лось
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#13
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Besides, it's not really worth venturing into the treasure room on the second level.
What else can you do on a Sanctuary map?
Земля нуля.
Все в ней нулево и кукольно.
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#14
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580248855 I'm signing up.
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#15
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Guys, is there even a possibility to play Zerg-like in SOD, or is it only a privilege for Warlocks?

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