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In reply to Sanin
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Sanin
But won't the crossings over water be unguarded? Or will they be?
It depends on the template; the level of protection will be determined by what's included in the template, and it will be on both sides, like in a portal or subway, that's one thing. Secondly, if we calculate it roughly: one day to get into the boat, the second day to sail and disembark, the third day to continue on...
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to Alexey-omsk
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May we have some decent water-themed templates... Just wait a little longer :).
Just a little more until the new version is released...
And a little more until special templates for this purpose appear...
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Dear heroes! I would like to present two of my templates, which won't offer any easy advantages:smile17: I think you will like them, at least the idea. Write if you have any comments or suggestions:smile16: I prepared the templates presumably for a 2x2 game. But I think it can also be used for 1x1. Below are the archives of the template and the ready-made .rmg files in the folder, which you just need to copy into the folder \Heroes of Might and Magic III Complete Collection_HD3_Data\Templates. Medium roads, L-U, medium monsters, 160%. =I tested the generation on the editor=
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
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I would like to see some diagrams.
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Calling the template a diode bridge is a fresh approach.
Не бійся коли ти один, бійся коли ти нуль.

484800548

In reply to kalababa
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kalababa
I'd like to see the scheme layouts
In the archives there are tpz files; using the template editor you can see all the inner workings. And if you generate a map for 4 players (1 vs all), you can (in this case you can) use a cheat code from physmig to reveal the map and see what the result looks like.

Added after 2 minutes
Сатир
Calling a template a diode bridge is a fresh take.
The main part is circuit-like, i.e. the center, which is the ГО, looks exactly like that. I've been nursing the idea of making the borders like that for a long time, but the respawns and adjacent zones turned out too complicated and cumbersome...
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
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If you do A, then do B as well. Without a diagram, it's too much of a hassle to figure out what's going on. And it's not just me who feels that way.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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What is a TPZ file, and is it possible to create a schematic image from it?
In reply to Lider1
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Lider1
If you do A, then do B as well. Without a diagram, it's too much of a hassle to figure things out there. And I'm not the only one who feels this way.
I understand, but in TEditor 1.0, which can be downloaded at /topic/at/292185/, the .tpz file will open; the diagram won't tell you that much.
I'll make the diagram later if it's really necessary.

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kalababa
What is this .tpz file? I want a schematic image.
This *is* the diagram, with clear visuals. Even an idiot could figure it out, let alone a noob like me
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
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android version, please.
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I understand, but in TEditor 1.0 which can be downloaded
folks here are generally wary or indifferent to anything new, and you're suggesting they make a couple dozen extra clicks to check out new templates "where there won't be any freebies". no, seriously, these are strange methods of promoting ideas in the era of Freebie Jebus Cross.
besides, you're not Vic, for people to gobble up any of your hot takes and make an effort to understand their meaning.
so you need the image to immediately catch the eye, with a brief description of the template below so you don't have to bother with mountains of text. and then, perhaps, someone might even play a few test games.
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The first one is very similar to Jebus Cross in geometry (redrawn for clarity)
Fast diode bridge for 2_2



But the second one really does look like a diode bridge :) And it could be tried for two-vs-two games, although it still needs testing (I'm concerned that zones 9-10 and the starting respawns are much richer than the central treasure).
Allied diode bridge for 2_2var2



guard strength of passages - 6000-15000-45000
In reply to rebellious
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rebellious
The first one is very similar to Jebus Cross in geometry (redrawn for clarity)
Fast diode bridge for 2_2



But the second one really does resemble a diode bridge :) And for two-versus-two games it could be tried, although it still needs testing (I'm bothered that zones 9-10 and the starting respawns are much richer than the central treasures).
Allied diode bridge for 2_2var2



passage guards - 6000-15000-45000
Thank you!
I really didn't have enough time. I wanted to upload it faster. I'll describe the contents in more detail later. The main idea is that they will be "labor-intensive". You'll need to spend time building up the Mage Guild and leveling Wisdom to get Dimension Door, Town Portal, Fly, etc., rather than grabbing something behind some free guards. Wyvern can only be found in the center.
I agree, the first one resembles Jebus Cross, but only schematically — the center consists of four zones. However, the strategic goal will be for allies to coordinate and meet up. In the second one, it will be faster to open up the General secondary area, capture two Castle with a Fort, and possibly switch to other Castles. I think the sand in the common allied secondary area will add excitement, but primarily it will serve as a kind of marker. Sand is excluded from the central zones. Also, in the second template, neutral monsters have been removed from the central and General zones. The most "tasty" external dwellings are in the center; hopefully they will force strategic gameplay. I tried to remove obelisks from all zones; they will still appear, but hopefully they won't interfere with the game.

Added after 1 hour 0 minutes
StickyFingaz
People here are generally skeptical or indifferent to anything new, and you're suggesting making a couple dozen extra clicks to look at new templates "where there won't be any freebies." no seriously, that's a strange way to promote ideas in the era of Freebie Jebus Cross.
besides, you're not Vic, for people to gobble up any idea you throw out and put in the effort to understand its meaning.
so you need the image to catch the eye immediately, with a brief template description below so you don't have to wade through mountains of text. and then, maybe, someone will even play a few test games.
I agree, everything takes time; of course I'll try to lay it all out clearly, maybe I'll change the density a little and slightly adjust the contents (I don't want to change the contents), that's why I posted it for enthusiasts to hear comments. You don't have to say I'm a noob, I know... hopefully I'll fix that point ;)
...
as for the respawns and zones 9 and 10 seeming richer, that's only from the outside — it's for pacing (so you can build normally). I distributed treasures by level, so on the respawn you'll rarely see a level 2 scroll; the same applies to Pandora's Boxes and quests, if they exist, etc. In zones 9 and 10 they will be two levels higher. Good external dwellings are only in the center (for both templates). Dragon Utopias will be there, but not always. With rare exceptions, one side gets them and the other doesn't, but then there will definitely be compensation.
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to rebellious
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rebellious

passage guard - 6000-15000-45000
I only see 6000 and GO almost everywhere...
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Trying to connect to another player – I get this:


What does this mean? The ping is good in Hamachi, we tried with HD+ and without it, but it's still the same.

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