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Heroes Community > Heroes 5 - Temple of Ashan > Thread: What do you prefer: Small or large maps?
Thread: What do you prefer: Small or large maps? This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Sargeras
Sargeras


Known Hero
the Fallen
posted February 22, 2008 07:11 PM
Edited by Sargeras at 19:12, 22 Feb 2008.

Quote:
medium map can be good if there is only 1 access point other players territory and thats guarded by few phoenixe's.


Those guards can be easily avoided or even killed. IMHO everybody likes maps that feet their style and factions they play...
____________
Now they shall be consumed by the very flame they sought to control...

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted February 22, 2008 07:24 PM

Now how can they be avoided if that's the only rotue?oh and insta cheat travel is disabled...

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Orodruin
Orodruin


Adventuring Hero
posted February 22, 2008 07:28 PM
Edited by Orodruin at 19:33, 22 Feb 2008.

large maps give you a longer game, which is richer in various aspects, mainly heroes abilities, spells and strategies. Something interesting about those is that the chance the enemy's strong heroe has to attack you main castle is bigger, since the map is large so your main heroe might be farther (so logistics, town portal and instant travel are, most of times, essencial), of course the same chance applies to you. If you get to long to attack and destroy the enemy(ies), there's something, in my opinion, that really sucks: suppose the game has taken several months and now you have about 56 archangels, 124 paladins, zounds... of brutes, throngs of crossbowmen, hordes of griffins and inquisitors, what effectivness will, ie. ressucetion have upon your units,  the answer: none. Does it matter for you to spend a heroe's turn to cast implosion on 124 knights? Or to cast meteor shower or anything the like? Some spells rock in late game (like divine veangeange and the buffing ones), but others should really be renewed in order to make them useful everytime. What do you guys think about it?      

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Lesij
Lesij


Famous Hero
posted February 22, 2008 07:45 PM

Then might should become much better at the beggining...
Also, you say mainly about destructive spells/ summoning without wasps (swarm and Hive) and Phantoms...
The case is- might has worse creeping and cannot rush so efficently, casue it bases on the creatures which, on the very begginign, are simply the same strenght in each faction...
Casters have also spells like eldricht arrow and so on and they can rush very nice.
If you make them better in the lategame it would cause a great imbalance and might would become simplu useless...
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Orodruin
Orodruin


Adventuring Hero
posted February 22, 2008 08:12 PM

Might has to be allied to magic in late games of large maps, especially those that lower or increases stats.

Two heroes with exactly the same stats, smilar abilities and tendencies and both with zounds... of creatures, one of them is expert on destructive and summoning, the other in dark and light. Who has most advantages? I say it's the one that can manipulate the stats of creatures, for magic damage is just useless for colossal troops.

This is, of course, a peculiar situation, only some games get to the point of allowing the heroe to have an army that large.

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Lesij
Lesij


Famous Hero
posted February 22, 2008 09:23 PM

You're dead right...
But, The Dark Caster has the better situation:
He can puppet, frenzy and vampire...
Only very specialised light caster can counter this with Anti Magic spell or with mass cleasining, but usually light casters has less Spellpower than the dark casters (I'm talking mainly about necros) and they don't bother to take Sorcery...
But everything depends on the skills... I think that if better player was the light caster he could beat the dark one...
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Orodruin
Orodruin


Adventuring Hero
posted February 22, 2008 09:44 PM
Edited by Orodruin at 21:51, 22 Feb 2008.

I agree with you, but that's not the point, i've said that magic damage is the disadvantage for large armies, and nothing about dark being better or worse than light. Anyway, you're right, for me dark will always be a step ahead of light if you're lucky with the spells.


Sorry i kinda misunderstood what you said about beig dead right, thought you were disagreing (you know, it's kind of a new expression for me), so forget about the "that's not the point" part. Ok
Thx

PS: It's better to explain what was said with an observation than to delete it in the edit post menu.

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Drakiir
Drakiir


Adventuring Hero
Got a problem with that?
posted February 23, 2008 12:21 AM

It depends on how long you want to be busy with it, if you ask me. If you want it to be like, really long youll pick large, when you wantr it to be, well, short, pick small.
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86wyp
86wyp


Adventuring Hero
posted February 24, 2008 12:35 AM
Edited by 86wyp at 00:38, 24 Feb 2008.

I think a good multiplayer map would be like this:

1. neither too large or too small(which means normal size for me) thus the game wouldn't be too long.

2. has a original town level between 6~10 thus the player won't spend a lot of time to wait for their troops.

3. if the early game is proven to be hard for might factions then some extra creatures should be given at the start.

3. the map should be somewhat rich to let some faction-abilities like training to be effective but certainly not too rich.

4. the player should be given multiple choices in the game, like heading for gold, or artifacts, for a second town or something else.

5. the map locations should be modified to not give advantages to a certain faction.(like there shouldn't be too many towns which gives advantage to necropolis due to their shrine of the netherworld).

6. every faction should have basically same access to the resources in the map.(like certain strong guards would benefits factions with better creeping power).

7. rush should be somewhat restricted.

8. some extra creature dwellings or locations that offer magics should be given in order to further balance factions. but certain artifacts should be banned for instance shackles of the last man.

9. there should be a rule to restrict hit and run strategy.

10. the game should be played on hard difficulty and have a time limit of 8~10 minities.


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akaihane
akaihane


Hired Hero
posted February 24, 2008 12:19 PM

I think ppl with lots of time to play will probably like medium to large maps while the others will prefer smaller maps.

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unixmage
unixmage


Known Hero
Demon Slayer
posted February 24, 2008 02:20 PM

Stronghold and Inferno also benefit from multiple towns.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 24, 2008 02:25 PM

Everyone does one way or another. Be it the boosted units, extra artifacts you can buy or special buildings that give a bonus.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Undead_Warrior
Undead_Warrior


Known Hero
I hear voices in my head.
posted February 28, 2008 09:00 PM

Small maps. Wreck them fast and be the master! Undead are good at that, not mentioning I am a rusher.
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I miss our castle...

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Lesij
Lesij


Famous Hero
posted February 28, 2008 10:37 PM

In my opinion rushing isn't good...
You show nothing more than smartness...
Your hero has only a few skills...
You can be happy with the winning but not with the game itself I think.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 28, 2008 10:44 PM

Large... but i still get rushed
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dota

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 28, 2008 11:42 PM

Quote:
You show nothing more than smartness...

Lol Why what did you expect to show? You HAVE to act with precision and good coordination if you want the rush to succeed.

@magmaeater
Yeah even large maps can be rushed, maps that have too much treasure in the middle are worse in this respect. Typically a fast player will take the guards week 2-3, take middle and rush.
For instance some can break horde of archdevils week 2 on battle for honor. Let's fight too(archangels) if you have logistics. That's not something you can do all the time though, neutrals and available can act as deterrents.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 29, 2008 01:47 AM

large maps, to have the time to develop my faction and try different tactic in battles.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 29, 2008 01:55 AM

That's what I like too, more space to try things.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 29, 2008 02:01 AM

oh and big neutral army, they are nice to try things (currently with a friend, we are playing a map where the strongest neutrals are only level 4, it's quite annoying...)

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted February 29, 2008 04:02 AM

Quote:
That's what I like too, more space to try things.


Fine but empty space isn't much fun.

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