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#1
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An idea arose.

To create a duel map. For army vs. army gameplay, like on Ubi in Heroes 5

For this, we need:
To create a map with 8 heroes. One from each faction.
The heroes have a specific set of units and skills. All heroes are the same level (level 15). And the most difficult part is to think through the balance.

Gameplay process.
You choose a faction. Then you start the game and teleport to the battlefield (the teleport system is well-thought-out). Next, you wait for your opponent, and the battle begins. It's simple.

Here is a beta version of the map.
P.S. with an
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#2
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Here's how it always goes... I was browsing the forum and only now stumbled upon this topic...
What I want to say is... I had the same idea, but I never got around to implementing it... It's nice to know that at least someone tried to create such a duel for the third game... Right now, I don't have much time, but in the future, if you don't mind and you still want to do it, I can help with creating the map and balancing... Two heads are better than one... The idea is actually pretty good...

P.S. I looked at what has already been created, and here are my first suggestions:
The balance of creatures and artifacts is not right.
As mentioned, the heroes should be level 15, but they turn out to be level 11, and their secondary skills are developed in a strange way... Yes, you set fixed skills in the settings, but the experience has developed them to expert level, and there, even if the main or advanced skill is set, the experience gives a couple more skills like navigation and all sorts of other stuff, so you need to figure this out...
The terrain on which the battle takes place (grass) gives an advantage to heroes of castles like Rampart, Stronghold, and Castle, as it adds +1 to speed... I immediately thought that it would be better to have battles on neutral ground, like sand, or to provide a choice of terrain in the game using teleports (I already have an idea for this).
In general, if the idea of creating the map is still alive on your side, I'm ready to help!:smile20:

And I forgot to add: you could create several heroes for each faction, so there would be at least some choice... It would be more interesting...:smile02:
Делай вещи, дела-делай вещи и не залипай!8)
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#3
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At least someone responded. :o

Yes, I know that the balance isn't there yet. That's why this topic was created. The main task is to create a balance!
Varg-Nar;70613
And I forgot to add: it will be possible to create several heroes for each faction... so there is at least some choice... it will be more interesting...:smile02:

Even if it's just one for now, it's still nice :)
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#4
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Message from Inquisitor
At least someone responded.

Well, it seems the idea is still alive in spirit; all that's left is to find a way to bring it to life in the real world... Anyway, as I said before, I'm having some personal issues that are taking up my time, but I think that starting next week, I'll be able to roll up my sleeves and get to work... Let's do it!!!:)
Делай вещи, дела-делай вещи и не залипай!8)
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#5
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Alternatively, instead of fixed skills, you could give the hero 34085 experience points (level 15) and allow the player to choose an army for a certain amount from the castle.
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#6
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Regarding the number – it’s not feasible. There will be three heroes for each faction.
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#7
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Why isn't that feasible? We can trigger an event to give money and add, for example, 5,000 units for recruitment. And when choosing a faction, we can allow the player to choose a hero, and then trigger an event to give experience, allowing the player to level up the hero as they wish.
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#8
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So, Inquisitor... as promised... I finally had some free time and made a draft (I worked hard on it, though). The main thing is that the principle of operation is present on the map, and now the task is to create some kind of balance... both for creatures and for spells, skills... I set it up roughly (for all heroes), checked it a little... it's playable, but far from perfect, though... In general, when I have time, I will report on suggestions for corrections, and I will definitely fix them...



To everyone who will be testing the map, please express your opinion on how to improve it... please don'
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Делай вещи, дела-делай вещи и не залипай!8)
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#9
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Just opened the map and immediately saw this suggestion:
Instead of using war bonds (for choosing a hero), you can use money that is given at the beginning.
And a question: can players choose the battlefield? How do you arrange this? Do you agree before the battle? And if, for example, one player enters a different portal (by mistake or intentionally), will they be unable to return?
And another question: can you not play with the same faction?
And the last question: Where is the victory condition?
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#10
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Message from Ataman
I just opened the map, and immediately a suggestion appeared:
Instead of the shackles of war (for choosing a hero), you can use money, which is given at the beginning.
And a question: can players choose the battlefield? And how do you get to that? Do you negotiate before the battle? And if, for example, one player enters the wrong portal (by mistake or on purpose), will he be able to return?
And another question: can you play with the same Castle?
And the last question: Where is the victory condition?

Thanks for the suggestions...:smile01:

The shackles are more symbolic, so to speak, but you can use money...;) First of all, you can choose the portal in the game chat (negotiate)... If you made a mistake, there's nothing you can do, you have to reload... otherwise, there's no way to make the system...(you could, of course, remove the islands and connect everything with land, and leave the portals and the battlefield. Whoever doesn't make a mistake waits for the next player to reach him or through the portal again (thus returning and going where he needs to), or on foot across the map until he finds it (and you could even put a Tower with a Grail for each Castle, so everyone can see what's happening)... The system doesn't allow it... Although you could also give each color 3 more heroes of the same type (similar in skills and creatures), but the principle would be reversed...
For example:
Red Castle - 3 heroes and Fortress - 3 heroes
Blue Rampart - 3 heroes and Stronghold - 3 heroes
......... .........
......... .........
Blue Stronghold - 3 heroes and Rampart - 3 heroes
Pink Fortress - 3 heroes and Castle - 3 heroes
and so on, it turns out to be a closed circle....

The PROBLEM is that you can't put the same heroes, I mean the hero's personality, his specialization...(for example, if you put one Astral for Brown, you can't put him for another color and you have to choose other heroes with different specializations). You could, of course, make everything according to the same circular principle, intentionally with other heroes, creatures, Castles, skills... but you'll never be able to balance it... IMHO, it will turn out to be 48 heroes... you could die in front of the computer...

As for the victory conditions, why are they needed... you fought with an opponent, you won (you or him), then you go to the main menu and load the map again if you still want to fight, it's a duel, and the rest is irrelevant... You could, of course, put a neutral Castle without defenders and create a victory condition to capture it, the winner of the duel will rush to it and capture it, and that's the victory... However, what prevents him from running and capturing it right away, if we're talking about unfair play, I don't know how to make this system... And IMHO, why complicate the game process and clutter up the map, everything should be reduced to a minimum, as well as the time before the battle (the duel itself). I would leave the system with teleports to the islands... and if someone goes to the wrong place or your opponent goes to the wrong place (intentionally or accidentally), you can just reload...(An idea came to me...)... Oh yes, here's another idea, you can put the players' Castles where they start, and give each of the heroes a scroll with the "City Portal" spell, they all have more than 20 mana, and put a magic well in front of the Castle (to restore the mana spent for the battle) and then dive into the right teleport... And in general, in the end, what did I put the signs in front of the portals for... although anything can happen with players sometimes...

Please analyze what I wrote above and then express your opinion... Then I will make the first changes... in the meantime, I will think about the balance of the heroes...:smile02:
Делай вещи, дела-делай вещи и не залипай!8)
In reply to Varg-Nar
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#11
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to Varg-Nar:
There are no more suggestions (except for balancing adjustments).
And as I already wrote, use resources instead of War Chains and remove the extra hero with the peasant.
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#12
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Ataman
Good suggestion, accepted... I'll put money instead of a hero and shackles...
We'll also adjust the balance... :)
Делай вещи, дела-делай вещи и не залипай!8)
#13
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Is it possible to create a duel mod for HOMM 3 where you select a hero, and monsters, abilities, and artifacts are automatically assigned in the background, and magic is also assigned? Basically, a script, map, or separate implementation in a browser/Java where there are only tactical battles (battle mode). Balance isn't important; it's just about the ability to fight.

As an alternative, a map with random heroes (monsters) standing near portals. I don't know if it's possible to set absolute randomness for the hero, including level, number, and quality of artifacts, monsters (also an option with mixed monsters from different castles), mixed abilities (necromancy only for necromancers)... in general, meet your fate (even with 1 peasant against the devil).

**Correction regarding the image with the one-way portal - only for single-player mode.

*No purchases, nothing extra. Just a horde against a horde.

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