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Posts from 9#%002M

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11 years ago
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How long must we wait, the crowd shouted? kalababa has given up on his tournament and won't let anyone else run it, others complained. But no one gave up on anything; I was just waiting! The long-awaited M200% blitz tournament is here!

Submit your applications in this thread. Include the following in your application:
1. Nickname.
2. ICQ number for communication.

Organizational matters
1. This is an official tournament.
2. Tournament organizer: kalababa (ICQ 666171622). Tournament referee: Pit for LM (ICQ: 471401475).
3. The tournament will be held according to the rules for online games in Heroes III and the seasonal Ranked Tournament, Version 3.
4. For each game played, participants must submit a detailed report and confirmation in this thread. Only then will the game be counted.
5. All games in the tournament will count towards the seasonal ranking. The list of reports will be sent to the ranking organizer. There is no need to duplicate reports in the seasonal ranking.
6. Save files for all games must be saved until the end of the tournament and submitted upon request by the tournament organizers, referees, or any member of the administration.
7. If any disputes arise, please discuss them off-forum. To resolve the issue, contact the organizer or referee in ICQ and provide daily save files, ICQ logs, and any other necessary information.
The referee's decision will be based primarily on the tournament rules. If the situation is not covered by the rules, the referees will rely on basic logic and gaming ethics.
8. At the end of the tournament, the winner will receive the "M-200% Tournament Winner" medal to be displayed under their avatar.
9. The tournament organizer may refuse participation to any player without explanation. Newcomers with only a few posts can play in the seasonal ranking. The selection process will be strict and may be fair.

Tournament Regulations
1. Tournament dates: April-June 2015. The tournament starts on April 10th.
2. Tournament format: Double Elimination, best-of-one except for the finals (finals are best-of-three).
3. Time allotted for each round: 5 days (5 days for the losers' bracket, 10 days for the winners' bracket).
4. The draw and current results will be posted at the beginning of this thread.
Attention: Technical results will be awarded for all games not played within the allotted time.

Rules
1. Game version: The tournament will be played on version SOD 3.2(4.0)HD+ Hw_rulez 1.3. Password-protected save files and a chess timer are mandatory.
2. The tournament will be played according to the seasonal rules.
3. Each player has 1 restart.
4. The tournament will be played on mirror_skirmish.
5. All castles and bonuses are random.
6. The game will be played on a medium-sized mirror map with no water, 200% resources, a chess timer (8:4:1), and medium monster strength (monster strength is not random; all templates have been redesigned and optimized for this difficulty).
7. The starting color will be determined by a coin toss.
8. It is strictly forbidden to pass through "bugged" passages.
9. The Hw_rulez 1.3 patch must be installed.

Template Scheme

The upper level and the underground are completely identical. Green lines indicate transitions between levels, and blue lines indicate transitions within a level.
In reply to Dark
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11 years ago
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I also didn't notice any major time constraints. Yes, you need to be proactive, but it helps that the opponent is in the same situation. That is, if I can defeat 100 zombies with a ballista in 5 minutes, while the opponent can't, then the reason is clearly not the time limit.
In reply to KobRa_RR
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11 years ago
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and in addition to the diagram itself, you can add a description of the diagram, specifying what guards and what items are included, etc.
In reply to Rabe
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11 years ago
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Rabe
I also didn't notice any significant time shortage. Yes, you need to hustle, but it helps that the opponent is in the same situation. That is, if I can defeat 100 zombies with a ballista in 5 minutes, while the opponent can't, the reason is clearly not the time limit.

Hundreds of games on the WZ mirror have shown that the timer is not a reliable indicator. A timer that is too low often benefits a less skilled player because they play with a simpler default strategy. A more skilled player can (and needs to) devise a complex plan on the mirror, taking into account 8-10 heroes and numerous small battles on different fronts with different troops, but a low timer won't allow them to implement it physically. And then they have to play according to a simpler plan, which, in my opinion, unfairly equalizes the chances. So, the timer should simply be optimally calibrated for each specific template. This is why different standards have emerged for Jebus and HL+, for example.
In reply to =Lizard=
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11 years ago
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When creating the template, the idea was to create an empty zone without passages, so that it would occupy a part of the map. I will try to experiment with this idea a little more.
In reply to kalababa
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11 years ago
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kalababa
The idea behind creating this template was to create an empty zone without passages, so that it would take up a piece of the map. I'll try to experiment with this idea a little more.
+++
In reply to =Lizard=
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11 years ago
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=Lizard=
Hundreds of games on the test server have shown that the timer isn't a reliable indicator here. A timer that's set too low often benefits less skilled players because they play using simpler, default strategies. A more skilled player might be able to (and need to) devise a complex plan on the test server, taking into account 8-10 heroes and numerous small battles on different fronts with different troops, but a low timer won't allow them to implement this physically. And then they have to play according to a simpler plan, which, in my opinion, unfairly equalizes the chances. So, the timer should simply be optimally calibrated for each specific template. This is why different standards have emerged for Jebus and HL+U, for example.
Absolutely! :smile54:
In reply to =Lizard=
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11 years ago
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=Lizard=
Hundreds of games on the test server have shown that the timer isn't a reliable indicator here. A timer that's set too low often benefits a less skilled player because they play more simply by default.
I'm going to say that Stinger isn't skilled:D
Kost, what are you talking about? When two equally skilled players meet, the more resourceful one wins, the one who is less slow-witted, and that's all.
In reply to Dark
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11 years ago
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darkello
I'm going to tell Stinger that he's not skilled:D
Kost, what are you talking about? When two people with equal skill meet, the more resourceful one wins, the one who is less slow-witted, that's all.

I wasn't talking about a meeting of equals (or approximately equals). That's a completely different story ;)
In reply to =Lizard=
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11 years ago
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=Lizard=
Hundreds of games on the test server have shown that the timer isn't a reliable indicator here. A timer that's set too low often benefits less skilled players because they play using simpler, default strategies. A more skilled player might be able to (and should) devise a complex plan, taking into account 8-10 heroes and numerous small battles on different fronts with different troops, but a low timer won't allow them to execute it physically. And then they have to play according to a simpler plan, which, in my opinion, unfairly equalizes the chances. So, the timer should simply be optimally calibrated for each specific template. This is why different standards have emerged for Jebus and HL+U, for example.
Oelmuschka, is that you? :smile05:
In reply to Сатир
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11 years ago
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Satyr
Oelmuschka, is that you? :smile05:

You figured me out! All these years, Lizard was a clone of Indra. Or Indra was a clone of Lizard, it doesn't matter.
In reply to =Lizard=
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11 years ago
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Regarding technical issues: from whom will we subjectively deduct the restart count if the road is blocked? :smile04:
In reply to MikeM
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11 years ago
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medium maps are exactly what’s needed!
8:4:1 is an unplayable timer:(
10:6:1 will be quite good:smile13:

Otherwise, the template is excellent:smile20: just not with 8:4:1:smile29:

Another question: is the color permanent or does it change after a restart?
In reply to Scorpiona
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11 years ago
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Scorpiona
medium maps are exactly what's needed!
8:4:1 is an unplayable timer:(
10:6:1 will be quite playable:smile13:

Otherwise, the template is great:smile20: just not with 8:4:1:smile29:

Another question: is the color permanent or does it change after the restart?
I agree with everything.
In reply to Dark
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11 years ago
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We used to play matches that lasted two minutes, and it was fine, but now everyone has become too demanding! :bm:
In reply to Dirty_Player
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11 years ago
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Dirty_Player
We used to play with a 2-minute timer and it was fine, but now everyone is so demanding! :bm:
Well, if you run around with 4 heroes... in one direction, then 2 minutes is enough... but here there is such a variety!!!
With this version of the template, there is no point in spending a week on the respawn point with 3 heroes and minimal battles... the respawn points are saturated and allow you to develop and spread out already in the first week... time does not accumulate... and the next zones with strong guards require a special amount of time for battles... and at least to orient yourself after the opponent's turn...
If it seems too long, make a timer
12+4+1 or 8+6+1, you can find a solution!!!

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