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Heroes Community > Tournament of Honor > Thread: Random maps
Thread: Random maps This thread is 2 pages long: 1 2 · «PREV
fiur
fiur


Promising
Supreme Hero
Map Creator
posted September 03, 2008 09:14 AM

Quote:
 
On a side note:  In 3.1 I've not seen any cartographers (thank god)...have they been completely removed?  That sure would be nice.



Well I have....  
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diegis
diegis


Supreme Hero
power of Zamolxis
posted September 03, 2008 10:31 AM

Quote:


Correct me if I'm wrong..but it's not quite as clear cut as memorizing position of town.  More like you have 3 guarded exits...one of the will lead you to town X, but you don't know which one....that is assuming you have guessed the right template




hi Joe: what I assumed is that random maps is almost like made templates which without knowing them would be a 99% or so loss. As you state here, random maps system seems fine, in spite of all I heard so far.
(its true, when u play 10, 20 times a L rmg, you definitely find that won't need to memorize smth, would you? )
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Destro23
Destro23


Promising
Famous Hero
Keeper of GrongGrong
posted September 03, 2008 05:42 PM

For me at least..

My favorite method of play is Player Made Blind Maps.  If both parties are blind, this is a very very good test of planning, strategy, and game play skill.  Sadly a new player made map is of course few and far between.  And can only be played truly blind with a trusted opponent.  Fiur and I for example have played a great number of maps blind.  I will also play blind vs a player who knows the map themselves.  I just have more fun playing that way.

As per random maps, I enjoy them very much.  I find them to be not as entertaining as the old H3 Rmg builder.  But none the less, they are still enjoyable.  

If the town positions are seeming to always be constant, I would agree with Joe.  Knowing how the template structure for most rmg's works this makes sense.  I know Jinxer is probably making an XL / No under / 6 player map ect.  If there are just 1 or 2 templates for this particular setup then yes, frequently you will have a very "similar" layout of player positions.  (Thats the concept of a "template") Kind of like a word document, you may have 5 people with completely different resumees, but if they all used the same template, work experience is going to be in the same spot for all, however whats between those entries will all be different.  same thing applies to an rmg template.

hmmm not really sure where I am going with all of this today.. but suffice to say a completely random map would be so unbeleivably unbalanced and not fun everyone would complain.  The main idea behind playing a random map is that each player cannot just plan each day before it happens.  There is variables there which is not just.. uh oh theres master hunters on my gem mine hmmm.... You have to plan as you play.. rather than having a predetermined "march" for Map x.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted September 03, 2008 06:23 PM

Quote:
My favorite method of play is Player Made Blind Maps

indeeed! too bad so few are made..
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Jinxer
Jinxer


Legendary Hero
*****
posted September 03, 2008 08:34 PM

hmm... again... you guys are missing the point I will try again..

Even if I use the SAME template with the SAME settings... and the towns are in the same relative position... that is FINE!  I understand it will be this way... but why ALWAYS link Red and Yellow.?? Seems you could place the towns in the same relative position... but still each game randomly assign a color etc.. but as it is.. it puts the towns in same position... AND assigns the same colors to the same relative spots as well..

This is the ONLY thing I am complaining about. Even if I know where EVERY town likely is on map based on template... That SHOULDNT mean that I should know which town is what color and based on that know that they are linked to here here and here etc.

Hope that makes better sense.
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joetheloser
joetheloser


Hired Hero
posted September 03, 2008 08:59 PM

Ahhh...

I see your point Jinxer.  It would be nice to randomize WHICH towns are where on a given template, totally agree there.  Kinda surprised actually it doesn't.  My experience is more on 1v1 RMGs or 1v1v1, so wasn't aware of that bug.

You do recognize the "simple" fix (although not perfect) is to slightly change one setting (open up new panel of templates) OR UBI needs to grow the templates so that under your favorite conditions so there is more than 1 option (don't see that happening).

I'm curious if you have tried assigning one of your excellently designed maps as a template and seeing how well it does?...or is that total sacrilege

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vesuvius
vesuvius

Hero of Order
Honor Above all Else
posted September 04, 2008 07:26 AM

agghhhh look at this, now you guys are trying to memorize templates.  Damn.  It just loses its fun...
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infinitus
infinitus


Supreme Hero
posted September 08, 2008 09:15 AM
Edited by infinitus at 09:22, 08 Sep 2008.

Let's talk a bit about rmg match setup, in 3.0 i use long time this setting - http://heroescommunity.com/viewthread.php3?TID=26220 . I enjoy to play this, but game can be too long in some cases and 3.1 change a lot rmg experience...
So, here some questions ?
- What do experienced random maps players then sim turns end day 5 or week 2 ?
- Your favorite template,and why is favorite ?
- How to make sim turns stay longer ?
- Necro is favored on random maps ? They can convert neutrals units in necro units, and on random map can be many neutral towns... Maybe is better to put at least two fixed towns for each player to counter this ?
-Good size for random map ?    
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joetheloser
joetheloser


Hired Hero
posted September 08, 2008 08:29 PM

I'm by no means an expert here...but I'll give answering the questions a go:

Quote:

- What do experienced random maps players then sim turns end day 5 or week 2 ?


Watch some T.V., read a book and just continue to enjoy the game at a slightly slower pace.  Or if the person is talkative and wants to chat, we can take turns answering questions when it isn't your turn.

Quote:
- Your favorite template,and why is favorite ?


Not at all qualified to answer this. I've never clicked the "custom template" function.  I assume it just randomly grabs a template then, which I think I'd prefer anyway.

Quote:
Necro is favored on random maps ? They can convert neutrals units in necro units, and on random map can be many neutral towns... Maybe is better to put at least two fixed towns for each player to counter this ?


I always go "all random".  If opponent gets necro..it certainly isn't the end of the world..and if I get it..I'm not super giddy or anything .  Under the random tourney Ves is starting I suspect necro is gonna be much more powerful as he is setting it to "heroic".  I usually play at "hard".  
Adding in neutral towns seems to be an issue as Jinxer pointed out with the non-random distribution.  I've played 1v1 games where other towns are present and some where none are present...so you just never know.

Quote:
-Good size for random map ?  


Well, primarily I've played 1v1 games, and found that XL or L are good...and even had some quite decent M maps (all with no underground).  Although in M you can break turns almost immediately...with 1v1v1v1 I think you break turns day 1 no matter what.  Despite the fact the guards separating the two towns are invincible until a minimum of week 3.  I played an "impossible" monster game on M map and broke sim turn day 1...kinda funny!

As a side note: it was kind of fun playing "impossible" monsters and cranking up the resources/experience to 5...and going "normal/hard".  You get to take your wood/ore ealry week 2 if you are lucky

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infinitus
infinitus


Supreme Hero
posted September 09, 2008 09:05 AM
Edited by infinitus at 09:11, 09 Sep 2008.

Like Elit say in Genesis map tread, maps with 2 or 3 native towns for each player are more balanced. So here is my setup for random maps with two towns for each player - 4 start position on map, start position 1 and 2 is fixed native towns for player 1, start position 3 and 4 is fixed native towns for player 2... I think is good idea if player 1 start game from position 1 and player 2 from position 3 for sim turn to stay longer... Also on setup like that is less probable situation then one player get one native town, and other get 2 native towns or sometime even 3 ! My favorite template is M1... I think on this template sim turn stay longer and dual mines for each player are nice too... Mini map off...
 
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