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Heroes Community > Tournament of Honor > Thread: School of Sorcery
Thread: School of Sorcery This thread is 4 pages long: 1 2 3 4 · «PREV
fiur
fiur


Promising
Supreme Hero
Map Creator
posted October 04, 2008 08:03 PM

WELL I GONNA MAKE A POST ABOUT THE MAP... (thats what this tread is all about) !!

Me and Attila just finish a "blind" game semi hero... (2 heroes + prisoner...)
Attila as Kragh I was Wayshan...

very nice map for sure and you can take 1000's of "different" turns...

at the end of the game  (last day) I attacked a sunken temple who gave me 3!!! dragons shield + 3!!! armageddons...
here is my Wayshan:



for replay click here

all in all an very close final... damn close...!!

and plz... make other treads for snow talking... we got plenty of'em here these days...  

to Elvin...  NICE map!!  
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 04, 2008 08:06 PM
Edited by Elvin at 12:04, 14 Nov 2008.

A pleasant change of discussion, thanks Fiur. Not sure what to make of the sunken temple case, afaik there is no way to modify what they give. Probably some random bug. Great battle btw




School version 1.5

After a couple of games I figured that the map needed an improvement to make early turns faster and less annoying Also there were some balance issues that needed to be fixed.
Here's the full list:

-Removed pendant of mastery from archangels and amulet of necromancy from the wraiths. The former gave haven too great a training potential and with one necro piece already on the map it would be rather easy to find another and give the opponent -1 speed.

-Redistributed the bonus wood and ore so as to be gained easier. Now you get 5/5 from the death knights and shieldguards near goldmine, also from the dwarven warren guards and the treasury’s battleragers. I had heard a few complaints on how wood/ore is scarce.

-Tweaked some neutrals. Some in the early zones have been weakened so that creeping takes less time, others have been replaced or become mixed. As an example the tier 7 stacks in the middle are 10 random/10 preset that can be blackies, emeralds, bloodeyed or magmas according to the position.

-Mixed stacks will always fight.

-The mines are now all guarded by a mixed lvl 3 group to save time and avoid creeping abuses.

-One mage vault and arcane library removed from the starting areas. The 'magic' area was too crowded and you already have more than enough spells.

-Stables have been moved to a more comfortable spot.

-Scrolls of word of light, cotn and armageddon removed because the map is rather short. They can be countered of course but I'd rather avoid lame armageddon wars in every game. They can still be learnt normally.

-The shrines guarded by the vamps now give confusion, cleansing, sorrow.

-Some aesthetic changes. Looks better now

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