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Posts from [2x2 Tournament] Double Up [SoD]

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In reply to LeBron
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#62
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LeBron
There will definitely be jc l-u and boombox l-u.
There's a lot of resources for "boombox l-u," but there's nothing to fight; is it just about running around? The composition isn't well thought out at all.

Added after 4 minutes
Scorpiona
"Biting Raccoons" Scorpiona (469326983) + Pit for LM (471401475) are ready to practice on Sunday, June 16th, at 6:00 PM Moscow time; feel free to contact us.
Try the Fast diode bridge archive in the post /topic/at/667749/; I actually adjusted the composition, I’ll upload it later, but 1*1 played normally, there really won't be any easy wins. I'm trying to remove cons from respawn points so that Castle doesn't have an advantage.
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to leosnow
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#63
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leosnow
The "boombox l-u" has a lot of resources, but there's nothing to fight, just run around? The content is not well thought out.
If you also have to fight someone, the game will become too long. We collect free stuff, run the father around on the elevators, build a guild, then have a few battles for leveling up, and then go to the opponent.
In reply to leosnow
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#64
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leosnow
try Fast diode bridge
I didn't like this template for several reasons.
1. It's very similar in structure to Jebus? It's unclear why a second Jebus is needed.
2. Poor resource spawns, unlike Jebus.
3. There isn't much in the center either, but there are a lot of Guard Towers scattered around.
This raises the question: on which month did the author plan to finish the game? It's clear that a 2v2 game should ideally end in the 2nd week or at the beginning of the 3rd week.

I have a couple more ideas for templates, but they are still under development. For now, test out the boombox :)
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#65
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It would be nice if you could also provide an estimated timer.
#66
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I suggest adding an 8x8 template. It would be great for luring the Goomungulus. (It can be removed later if needed.) It would be very interesting for 2x2 maps. It can be modified for 2x2 by adding a couple of passages.
icq - 470286448
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#67
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An extremely poor map design for the game, requiring a very specific playstyle, which is not suitable for 2v2 matches, and skipping turns won't make it more entertaining either.
In reply to Егор Коробейников
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#68
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Egor Korobeinikov
I suggest adding the 8xm8a template. To lure in Gomunguls. (can remove it later =).) For 2v2, it's pretty cool. It can be modified for 2v2 by adding a couple of passages.
Better to just remove two zones

Added after 7 minutes
Dirty_Player
I didn't like this template for several reasons.
1. It's very similar in structure to Jebus Cross? Why a second Jebus Cross is needed is unclear.
2. Poor respawns, unlike Jebus Cross itself.
3. There's not much in the center either, but there's a bunch of ГО scattered around.
The question naturally arises: which month did the author plan for the game to end? Clearly, a 2v2 game should ideally end by week 2 or at the latest early week 3.

It's similar in structure, but it's not Jebus Cross, which also has a lot of stuff. As for week 2, that's doable. Playing 1v1, we finished early week 3, I think HeroesWorld masters will finish much faster, plus the timer can be set to 8+6+1. We played on SoD with 8, but didn't run out the time.

Added after 5 minutes
Wicc
If you also have to fight someone, the game will drag on too long. We collect the free resources, chase the papa around the upgrade spots, build the guild, then a few battles for leveling up and go to the opponent.
Then it might happen that someone's respawn is simply stretched out, or like a maze, you can't do much running around because of the terrain.
"Бороться, бороться, пока не покинет надежда, что может быть в жизни прекрасней подобной игры." В.Каверин "Два капитана".
In reply to HellLighT
#69
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HellLighT
An extremely poor template for a game that requires a very specific style; it's not suitable for 2v2, and skipping turns won't add to the spectacle either.
With the right timer, the game will be dynamic. You're just used to breaking the game on turn 114. Why not play a 2v2 game up to turn 135, for example? With a timer of 8, 4, 1. Time will fly by. Well, I think we can vote and let the people decide. And by the way, why does no one suggest 8mm6a? Explain to me what's wrong with it?
icq - 470286448
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#70
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Time will fly by.
I have no doubt that all three days of the game...
#72
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8 4 1 X 4 =
Players are given 32 minutes per game.
If each turn consists of 4 battles, then 4 minutes of the timer are allocated for each battle (4x4=16 minutes for battles) and 4x4 for moving units.
In total, 30 minutes are spent on each turn. 135 turns = 26 turns = 13 hours + 30 minutes initially, approximately 14 hours (2 sessions of 6-8 hours each).
icq - 470286448
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#73
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An incredibly interesting calculation that includes the minimal amount of time spent on fights (of which there will be at least twice as many by the most conservative estimates), but for some reason does not account for the final battle, as well as the—admittedly small—waiting time between taking turns. And there's another small nuance: in the previous 2v2 tournament, experienced players playing Blitz-Jebus Cross couldn't manage to do anything, and now you've so nicely cut the timer and think everything will be fine?)
#74
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Yeah, that's true. I agree.
icq - 470286448
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#75
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Since the game is played in HD+, a question immediately arises: if one of the teams loses during the game, and one of its players wants to leave, while the other still wants to continue playing, as far as I know, the game will immediately end if someone leaves. What should be done in this situation?
Удача любит подготовленных!!!





Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
In reply to Gomunguls
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#76
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Gomunguls
Since we're playing in HD+, a question arises: if one of the teams loses during the game, and one of its players wants to leave, while the other still wants to continue, as far as I know, the game will immediately end if someone leaves. What should be done in this situation?

Then you should switch allies.
As the saying goes:
There is no enemy scarier than an ally, you know who :D
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#80
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Information about a bug has surfaced:
If one of the allies hasn't built a market in any of their castles, and they enter the castle of the second ally where a merchant selling artifacts has been built, they can buy artifacts there for free. I haven't tested it myself yet.
To avoid exploits, I suggest adding this bug to the list of prohibited actions.

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