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As far as I remember, there are no schemes, as there are no templates in the standard map generator...
That's not true; there are templates in the standard one. How can you do without them? ----
If you really want to play on the standard map generator, don't be lazy and find the latest templates by Moza specifically for this generator. At least the artwork will be different; I remember those games. When there were 5 identical artworks lying around, and it wasn't clear what to do with them.
Just yesterday, we were playing on Moza's template, and there was a dragon's mantle in every zone.
Next, a list of all possible bugs in the standard map editor and templates will be provided.
Unfortunately, the standard map editor has serious shortcomings that could not be resolved with its functionality; whether these are bugs or not is up to you to decide. It was precisely this that led to the creation of IRMG several years ago. I think you understand that if everything could be solved within the standard map editor, no one would have spent so much time writing their own generator.
However, for a beginner level of skill, the built-in map editor is more than sufficient. You can ask Moza for a detailed list of bugs that led to the creation of IRMG, if he wants to remember it.
Unfortunately, the standard map editor has serious drawbacks that could not be resolved with its functionality; whether these are bugs or not is up to you to decide. This is precisely what led to the emergence of IRMG a few years ago; I think you understand that if everything could be resolved within the standard map editor, no one would have spent so much time writing their own generator.
Yes, that's understandable. No one is saying that it's bad.
the initial level of skill in the built-in map editor is more than sufficient.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
I'm hesitant to play on GSC after he created maps several times where there are neutral creatures between different zones, which can be bypassed without engaging in combat.
I have 6 exams; if I pass them, I'll probably sign up too.
It's unclear how to choose from the built-in templates. If no one knows what will be generated and according to what principle, then choosing a template is like playing Battleship. I personally only know one built-in template, but I like it and consider it suitable for tournament play. But if the organizers and participants are not familiar with the built-in templates at all, how can they even discuss the idea of playing on them? If we take templates from the "Moza" mod, what's the difference from a regular tournament without the mod? I don't know if it's worth removing the "TE" mod from the game.
P.S. The organizers could have taken care of it and compiled a list of, say, 6-10 built-in templates with descriptions of the necessary parameters, sizes, guards, etc. Otherwise, playing on the same templates becomes uninteresting, and it's easier to just use the "TE" mod, which is what it was made for.
There will be no tournament mod in this tournament. It has no connection to the Heroes of Might and Magic map generator or the GSC... I just don't understand why the standard generator generates maps based on Moz's templates incorrectly... That's why it is suggested to generate maps using the Heroes of Might and Magic map generator. Moreover, there are schemes for Moz's templates. And are the ones built into the game actually available (schemes)?
Kill, of course, it exists. When I play, I always check what's built-in, as the map editor doesn't always choose good templates for generation if you leave the default option selected.
Kill, of course, it exists. When I play, I always check what's built-in, as the map editor doesn't always choose good templates for generation if you leave the default option.
Okay. Then we need to figure out how to deal with the generator. What are the "good" templates, and where can we find the specific template scheme in the standard GSC? How can we generate templates in the standard GSC so that there is "native" land in the starting zones?
Okay. Then we need to figure out how to deal with the generator. What are some "good" templates, and where can we find the specific template schema in the standard map generator? How can we generate templates in the standard map generator so that there is "native" territory in the starting zones?
Here's an example of a template built into the game: the 4z4k1m map will always be divided into 4 parts. The map settings have a large number of creatures, and they are very strong. But in general, you shouldn't remove the "hide minimap" checkbox; playing with it enabled will be better – consider it as if the template is already visible. This also solves the problem of native territory on the minimap. If that doesn't work, the map can simply be redone.
These differ from the original, specifically in terms of the mod, but not like IRMG. What nonsense. It's better to play on templates generated by IRMG; the maps will be of higher quality and more interesting, and there will be no need to mess around with open mini-maps that reveal the location of the city and starting zone in advance.
The tournament was intended for beginners, and I doubt that without playing the standard maps with very strong monsters, one can move on to playing mosaic maps. And whether or not a mod is used doesn't really matter. Besides, are those even mosaic maps?
The tournament was planned to be for beginners, and I doubt that after playing the same built-in templates with very strong monsters, they would want to switch to mosaic templates.
Exactly. A beginner is a beginner because they won't want to download and figure out new templates and IRMG.