Skip to content

Posts from New ideas, templates, and tournaments!

No ratings yet — be the first to rate!
User Avatar
Auto-translated
I suggest we discuss new developments in Heroes of Might and Magic III online in this thread.
Perhaps you have an idea for a new tournament or have created a new map that you would like to test. Or maybe you want to try out some new rules in tournaments but don't know where to start.
Post your ideas here for discussion; it is quite possible that they will appeal to players.


Here’s something to get us started: a fresh map :)

rmg.txt Recommended size: L+U.

This map has a fairly high probability (>90%) of maintaining balance regarding paths. As a rule, red and blue each have two paths leading to secondary locations. The guards protecting them are weak: 3000. The contents are similar to zones with cities on 2sm4d(3). Each zone contains a lumber mill and a quarry.

Treasuries are level 7-10, the guards at the entrances are 6000, and the contents are similar to treasuries on 2sm4d(3).
Mines: 7-mercury, 8-sulfur, 9-crystals, 10-gems.

Super treasuries are levels 11 and 12, the guards are 10000, and the density of the 10000-15000 range is increased; therefore, there is a higher chance that Dragon Utopia and Pandor units in the 10-15K range will be generated more frequently in these zones. There is one gold mine in each.

A feature of this map: it has its own secondary locations and general treasuries for which you will have to compete. ГО (General Object) is absent, but resting after an encounter is difficult: firstly, there is plenty to do on the main base and secondary locations; secondly, going to your opponent requires passing through treasuries, where there is a high probability of being blocked. However, meeting on the second week is almost inevitable; you need to rush with consideration for your opponent.
Attachments 2
2 files attached • Total size: 23.9 KB
Воздам сторицей!
User Avatar
Auto-translated
How's it going? Shake, but don't stir?
693078206
User Avatar
Auto-translated
It really looks fresh – let’s test it out:smile20:
User Avatar
Auto-translated
Just-Just! - Hello, Great Just.
User Avatar
Auto-translated
For clarity, a symmetrical image should be created; otherwise, it's just a mess, or rather, something fresh :D.
In reply to kalababa
Auto-translated
kalababa
For clarity, you need to create a symmetrical image; otherwise, it's just a mess, or rather, something fresh :D
It will probably look something like this.
Attachments 1
1 file attached • Total size: 11.6 KB
User Avatar
Auto-translated
And what fundamentally new features does this template have? Any ideas or gameplay mechanics that are absent from popular templates.

Well, yes - fat dead-end treasure zones are a reason to run into them and eat up, which drags out the game and increases disparity without increasing the meaningful part of the gameplay. Therefore, treasure zones should either be transitional (see: Panic, Jebus Cross, Diamond) or have an ideological justification for being dead-ends (mini-Nosta, Balance).
In reply to Wicc
User Avatar
Auto-translated
Here is an example of a template with a structure atypical for popular L+U:



Based on the 5th and 9th templates from Anarchy.

The starting respawn contains 2 home villages, is quite rich in resources and caches, but lacks higher-tier objects (hives, Dragon Utopia). As you move away from the main area, the concentration of powerful objects increases; central treasure zones are like those in 2sm4d(3).

Passage guards can be 6K or 12.5K, indicated by thin and thick lines respectively.
Attachments 1
1 file attached • Total size: 5.5 KB
User Avatar
Auto-translated
Well, for starters, in the fresh start, something needs to be done about the intermediate locations between opponents. By the time you get through 4 zones, you might be finished. In short, the template in its current form simply forces you to focus on grinding, rather than searching for an opponent.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
User Avatar
Auto-translated
It would be good to give the new template a name. "Test1" doesn't really work. I suggest the name "SPRING".
In reply to Javdet
Auto-translated
Javdet
First, something needs to be done with the intermediate locations between opponents in the Fresh start. You can end up losing before you even get to fight. In short, the current template forces you to focus on grinding rather than searching for opponents.
On 8mm6, there are 3 zones between opponents, and encounters often happen in the first week or early in the second week, but they can also happen much later. I don't consider this a major advantage, as the map layout has a significant impact on the balance of the factions. For example, I don't know which faction can fight a Tavern faction with its native troops on day 121, especially since by the end of the second week, the Tavern faction starts to fall behind the others and is generally considered the weakest.
So, maybe 4 zones are not so bad after all.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
In reply to Javdet
User Avatar
Auto-translated
Javdet
First, something needs to be done about the intermediate locations between opponents in Fresh. You can easily run out of resources after traversing 4 zones. In short, the current template forces you to focus on grinding rather than searching for opponents.
The thing is, the opponent is almost certainly heading your way, and these 4 zones are quickly consumed from both sides. (One of your secondary locations and the opponent's location will always be a dead end, while the other secondary location continues the path and connects to the opponent through the tertiary locations).
.
If anyone has already tried Fresh, please answer: is there enough space on the main and secondary locations to level up and move to the tertiary location in the second week?

Added after 56 minutes
Wicc
And yes, large, dead-end tertiary locations are a reason to retreat into them and build up your forces, which prolongs the game and increases the downtime without increasing the meaningful part of the gameplay.
Taking an object in the central tertiary location is more advantageous than in a corner one. For example, if you take the maximum-level creature in a corner, you get 4 angels. But if you take the maximum-level creature in the center, you get 4 angels and deprive your opponent of the opportunity to get them. Double the benefit! :p
Воздам сторицей!
User Avatar
Auto-translated
Rebellius (many thanks to him) edited Jebus's template and posted the updated version in the templates thread, but I think not everyone might have seen it there, so I'll add it here. As a reminder, in the edited template, Necropolis and Conflux can appear as neutral towns and villages, and the guards on the map can also consist of elementals. I think it makes sense to play with the edited template now, as it puts all castles on an equal footing.
Attachments 1
1 file attached • Total size: 2.0 KB
In reply to Juristis
User Avatar
Auto-translated
Juristis
Rebellius (many thanks to him) edited Jebus's template and posted the updated version in the templates thread, but I think not everyone might have seen it there, so I'll add it to this thread. As a reminder, in the edited template, Necropolis and Conflux can appear as neutral cities and villages, and the guards on the map can also consist of elementals. I think it makes sense to play with the edited template now, as it puts all castles on an equal footing.
Judging by what you described, this will make the template overpowered. First, Necropolis is already quite strong in Jebus, considering the Cherk, and Pandora with Grave Vampires are not uncommon. Second, the strength of Fortress and Necropolis will increase significantly due to the secondary skills, and if you also consider the treasure of Necro-Fortress, it's simply devastating. This template is definitely not needed, at least in this tournament; please discuss the new template in a different thread.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to R55Max
User Avatar
Auto-translated
R55Max
Judging by what you described, this would imbalanced the template.

First, Necro is already significantly strong on Jebus Cross, considering Necromancy, especially since Pandora's Boxes with Ghost Dragons and Vampires are not uncommon.

Second, the strength of Conflux and Necro would substantially increase thanks to secondary heroes, and if you also factor in the treasure zone of Necro-Conflux, this is simply OP.
Clearly such a template is not needed, at least in this tournament; please hold discussions about a new template in another thread.
I generally disagree with you) Jebus Cross is already as imbalanced as it gets) The strength of Conflux and Necro will only increase due to the chance of a native center, and thank God for that, meaning they will be on equal footing with other towns. What secondary heroes and Pandora's Boxes have to do with it, I didn't understand at all. However, you're the organizer, so it's your call what to play)

Statistics

Welcome our newest member: Emil