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Name: Variability (voenonachal)
Type: Defeat all.
Size: 320x320 (XL), with a Dungeon (as a technical area)
Number of players: 4
Game version: 3.1
Map version: 1.0 (5.01.2017)
Author: Lonkraft
Link to download the map from Mail cloud.
This map is experimental, intended for testing new ideas, which is why its completion level is estimated at 20%. It is divided into 16 sectors, and only 1 of them is ready, which is the part I am providing to you for testing. Please share your comments or tell me what surprised you.
Map Backstory.
Initially, I wanted to make an analogue of the "Warlords" map, but on a larger scale. However, as I worked, I became more proficient with the editor and new ideas kept coming, after which I decided to create a map offering a wide range of gameplay options. That is, variability—which is exactly how the map is named. As a result of these new ideas, I had to start over 3 times. Once, I even deleted all objects and textures, even though the map was 35% complete (which is why the technical name remains from the first prototype).
What has been done already:
1) An abundance of creature groups with various combinations. You may encounter groups of creatures from different Factions in a single squad, making the battle more difficult. Even though I was told that a battle would be "easy" as I entered it, in reality, I sometimes lost 30-70% of my army. And once, I even lost entirely. The thing is, during development, I intentionally ensured that no battle could be won without losses. And apparently, I succeeded.
2) Graphical effects that have embellished the map.
3) Many small items, the search for which can be interesting.
4) Skillful placement of items allows them to be hidden from view at times, creating small secrets. For example, the "Thicket of Ends" can only be found in the depths of the forest. For the sake of the interest in finding these caches, I ask you not to open the map with the editor. Because if you cheat, there will be no interest in searching for them.
5) Two "settlements." The idea of settlements involves placing neutral army squads of a single faction in one location. But in combinations that can make you rack your brain during battles. As a rule, settlements contain useful buildings and mines.
At the moment, the map is titled "Variability," meaning it provides a choice of options in the game. Currently, most options are unavailable, but the following are planned for the future:
1) Creation of an arena to test the skills and abilities of friends in combat. Various textures will be presented on it, thus giving players a choice of which arena to fight in (desert, swamp, on ships, snow, etc.). Also presented on the arena are cities of all races with full fortifications, but without the economic aspect or creature recruitment. This way, players can test their strength in attack/defense. I hope the battles will take place according to an agreed-upon scheme, pre-determining army sizes and who is attacking/defending. Furthermore, the map offers a way to test the correctness of your hero's build, which took several hours to develop.
2) Creation of a teleportation hub (two-way portals near the city, which currently do not work—that is exactly why they are there), giving players the ability to reach the main locations on the map within a week.
3) In the first sector, which is the starting area, I decided not to introduce all features and buildings. For example, the "Dragon Utopia" is not in the 1st sector. But there will also be locked enemy heroes who will have special traits (for example, incredibly powerful spells, or incredibly high attack + defense for their units). This will make the battle with them no less exciting.
4) More serious combinations of neutral creature squads, which, through skillful combinations, will make battles more difficult.
5) Secret sphinxes. Hidden sphinxes that, in the case of a correct answer, will give a substantial reward. However, to guess the riddle correctly on the first try, one must know small facts about the map itself. These, in turn, are very easy to find, which is why few people pay attention to them.
6) Other features that I have already forgotten + those I come up with during further work.
Map Minus: A bug where the game freezes when attempting to load a save during a session. I do not know what causes this.
By the way, while the Dungeon exists, it is currently being used as a technical "room." If you open the map with the editor (I hope this happens only after you write to me about the test results), you will in any case notice a technical department where I conducted experiments with graphical effects + use the department itself as a warehouse for those effects for subsequent copying. When the map is finished, I will likely delete this section so as not to overload the system unnecessarily.
And once again, I ask you not to open the map with the editor. It is preferable that you gradually explore the map with all its charms. I think it's worth it. And then, after you write to me about the test results, you will find out something very interesting about the map. What exactly? Find out for yourself).
Also, your final battles should take place in the "Magic League" and "Graveyard" settlements. When you have cleared them + the entire sector (which has strict square outlines), it means you have seen the entire completed world on the map.
Well, I think I've written enough. All the best, and have a good testing session. I await your criticism or your amazement. Or both.
Type: Defeat all.
Size: 320x320 (XL), with a Dungeon (as a technical area)
Number of players: 4
Game version: 3.1
Map version: 1.0 (5.01.2017)
Author: Lonkraft
Link to download the map from Mail cloud.
This map is experimental, intended for testing new ideas, which is why its completion level is estimated at 20%. It is divided into 16 sectors, and only 1 of them is ready, which is the part I am providing to you for testing. Please share your comments or tell me what surprised you.
Map Backstory.
Initially, I wanted to make an analogue of the "Warlords" map, but on a larger scale. However, as I worked, I became more proficient with the editor and new ideas kept coming, after which I decided to create a map offering a wide range of gameplay options. That is, variability—which is exactly how the map is named. As a result of these new ideas, I had to start over 3 times. Once, I even deleted all objects and textures, even though the map was 35% complete (which is why the technical name remains from the first prototype).
What has been done already:
1) An abundance of creature groups with various combinations. You may encounter groups of creatures from different Factions in a single squad, making the battle more difficult. Even though I was told that a battle would be "easy" as I entered it, in reality, I sometimes lost 30-70% of my army. And once, I even lost entirely. The thing is, during development, I intentionally ensured that no battle could be won without losses. And apparently, I succeeded.
2) Graphical effects that have embellished the map.
3) Many small items, the search for which can be interesting.
4) Skillful placement of items allows them to be hidden from view at times, creating small secrets. For example, the "Thicket of Ends" can only be found in the depths of the forest. For the sake of the interest in finding these caches, I ask you not to open the map with the editor. Because if you cheat, there will be no interest in searching for them.
5) Two "settlements." The idea of settlements involves placing neutral army squads of a single faction in one location. But in combinations that can make you rack your brain during battles. As a rule, settlements contain useful buildings and mines.
At the moment, the map is titled "Variability," meaning it provides a choice of options in the game. Currently, most options are unavailable, but the following are planned for the future:
1) Creation of an arena to test the skills and abilities of friends in combat. Various textures will be presented on it, thus giving players a choice of which arena to fight in (desert, swamp, on ships, snow, etc.). Also presented on the arena are cities of all races with full fortifications, but without the economic aspect or creature recruitment. This way, players can test their strength in attack/defense. I hope the battles will take place according to an agreed-upon scheme, pre-determining army sizes and who is attacking/defending. Furthermore, the map offers a way to test the correctness of your hero's build, which took several hours to develop.
2) Creation of a teleportation hub (two-way portals near the city, which currently do not work—that is exactly why they are there), giving players the ability to reach the main locations on the map within a week.
3) In the first sector, which is the starting area, I decided not to introduce all features and buildings. For example, the "Dragon Utopia" is not in the 1st sector. But there will also be locked enemy heroes who will have special traits (for example, incredibly powerful spells, or incredibly high attack + defense for their units). This will make the battle with them no less exciting.
4) More serious combinations of neutral creature squads, which, through skillful combinations, will make battles more difficult.
5) Secret sphinxes. Hidden sphinxes that, in the case of a correct answer, will give a substantial reward. However, to guess the riddle correctly on the first try, one must know small facts about the map itself. These, in turn, are very easy to find, which is why few people pay attention to them.
6) Other features that I have already forgotten + those I come up with during further work.
Map Minus: A bug where the game freezes when attempting to load a save during a session. I do not know what causes this.
By the way, while the Dungeon exists, it is currently being used as a technical "room." If you open the map with the editor (I hope this happens only after you write to me about the test results), you will in any case notice a technical department where I conducted experiments with graphical effects + use the department itself as a warehouse for those effects for subsequent copying. When the map is finished, I will likely delete this section so as not to overload the system unnecessarily.
And once again, I ask you not to open the map with the editor. It is preferable that you gradually explore the map with all its charms. I think it's worth it. And then, after you write to me about the test results, you will find out something very interesting about the map. What exactly? Find out for yourself).
Also, your final battles should take place in the "Magic League" and "Graveyard" settlements. When you have cleared them + the entire sector (which has strict square outlines), it means you have seen the entire completed world on the map.
Well, I think I've written enough. All the best, and have a good testing session. I await your criticism or your amazement. Or both.