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Heroes Community > MapHaven Guild > Thread: Heroes 5 Map Editor Help and Tips...
Thread: Heroes 5 Map Editor Help and Tips... This thread is 43 pages long: 1 10 20 30 ... 33 34 35 36 37 ... 40 43 · «PREV / NEXT»
UchihaSasukePa
UchihaSasukePa


posted May 19, 2011 04:21 PM

I think I really should put your name in description since without your guide I would fail.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 19, 2011 06:14 PM
Edited by markkur at 18:19, 19 May 2011.

Since you are using it; i've a favor to ask of you. Would you notify me if you come up on anything that is "in-complete or not clear"? Like the "eraser oversight", it is easy for me to forget or assume things when it comes to stuff that I have done alot. Words are not the best method, if I had the money I would make videos but alas I do not, so its text alone atm. Maybe in the future I can go that better route.

Make a great day/map!

Edit= Btw, you would probably not fail but would most likely; have to spend a lot more time in "trial and error" like many map-makers.  "Reducing the learning curve" was/is the purpose of my effort. Nice to hear feedback that I'm on target.  

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Weilyn
Weilyn

Tavern Dweller
posted May 22, 2011 07:28 AM

I have been experimenting on the editor for hours, but I can't figure out how to make water ramps. I suppose you're supposed to use the "ramp" tool, but it doesn't seem to work.

Help please!
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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted May 22, 2011 12:50 PM

In the Tools panel you click on Tile and select ramp(After you raised a terrain, of course). Then you click on the brown part of the ramp (The brown earth which appeared when you used the tool 'ramp' and pull your mouse to the lower flat (The terrain beneath your raised terrain).

Btw, if you have other questions, always look on Markkur's Map-Making Guide at first, almost everything you could possibly ask is explained there
http://heroescommunity.com/viewthread.php3?TID=33887

@Markkur:
Quote:

Welcome to H5 map-making.

Here's my version of a avg. starting place.

Near each faction:
For every faction that I place on a map, I will place Wood and Ore near their town, Gems, Mercury Sulphur and Crystal a short distance out. A level 1 spell shrine, 'witch-hut", some luck or moral bonus, and 1 or 2 "Dolmans"also very near the town. From there I will "move out some" maybe twice the distance on roads and off for the following: Abandoned mines, Gold mine, one each of +1 level-up buildings,

Quote:
Between the factions
then you can place the +2 stuff like Arenas or Universities. Another gold mine. Artifact market and really anything else you have not placed yet. Depending on your available room.

Guarding objects:

A rough guide (easy start): (all Random boxes)But you can choose specific faction creatures to guard their enemies mines etc. Just know the creature's level and leave the # random.

level 1 random = Wood and Ore. 1st tier creature dwelling for the faction
level 2 random = 4 basic resources, 2nd-tier creature-dwelling
(note 1 or 2 of the same resouce with the each mine but "a really fast start usually means 3 wood or ore when capturing "pits or sawmills")
level 3 random = Mills, lvl-2 spells,1st witch-hut, 3rd tier creature-dwelling
level 4 random = 1st +1 spell power and knowledge or +1 att. or def., Stables
level 5 random = "school of magic",1st "Tree of Sylanna", 2nd witch hut, shipyard, level 3 spell, "minor artifact", "dwarven warren" or more "another resources mine for the faction eg. mercury for necros " but in neutral zones"
level 6 random = "Gold mine", "major artifact, roadway to a "new neutral area",
level 7 random = Relic artifact, road to a faction's area, 2nd Tree of Sylanna, "memory mentor", "spell seller"(sorry,forget the name), Cartographer, "more gold mines"

(tip: if you have A.I. players, goldmines will normally generate a lot of activity.)

Note: Do the "flank the sides of the guarding monsters with 1-4 treasures" like you see on most maps.

<IMO> more "anything" should be much better guarded.

That's a start. Keep in mind that you can make things easier or harder by going up and down the levels. And soon you will have your own formula for what you like best.

One other note: How much "free-treasure" you place really affects the game, so find your own balance there too. I put "some" out but if you put those random boxes everywhere, then there is no need to take mines, so be sparse with the "random resource box" and only 3-5 "chests" near a town is good for the gold or exp.?

If you still have questions, just ask. Good luck, Markkur

Wow, you should really add this to your guide, it's a problem many mapmakers have

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rdeford
rdeford


Known Hero
Wyld Mapper
posted May 22, 2011 04:52 PM

More Advice

Quote:
Wow, you should really add this to your guide, it's a problem many mapmakers have


Another word of advice to new map makers: Play lots of maps. You cannot author a good map if you do not know what plays well and what does not. I used to keep a note pad handy when I played so I could remember any really cool things and situations I encountered. Then I could do comparable things in my maps.

Also, a good map has a good "flow" to the gameplay. In my opinion, it is the gameplay flow of their maps that separates the master map makers from the wannabees. Make lots of notes on any map where you get caught up in the gameplay like you were watching good movie or something. Figure out how the author worked out the progressive disclosure, the travel restrictions, the terrain balance, the story (if any), and so on.

And I would add that these considerations apply to multiplayer maps too, even though making a great playing, well balanced multiplayer map is a different sort of challenge to the map maker.  
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Mage of Soquim

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 22, 2011 05:34 PM

@El_Chita

I have a reduced scribble there already but you're right, as usual...it needs to be updated. I still find things that I've missed. like "eraser".

Still working on that Epic map? And thanks for the promo

@rdeford

Important info I'm taking notes all the time and forgot to mention that. I'll also add this to the guide.

When I first started my guide, I thought I would have lots of tips from exp. map-makers but most had already moved on. Nice to get a good tip to add to the guide.

Make a great day...All
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"Do your own research"

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rdeford
rdeford


Known Hero
Wyld Mapper
posted May 22, 2011 06:16 PM

Quote:
When I first started my guide, I thought I would have lots of tips from exp. map-makers but most had already moved on. Nice to get a good tip to add to the guide.


Mark, I admire your dedication to the HOMM community. Unfortunately, the H5 game did not endear itself to the HOMM map makers, largely because its map editor was difficult to use beyond the terrain building stage using the standard objects. On top of that, the scripting language had a very, very long learning curve. And, further more, they tell me that the campaign editor was just about impossible to use.

For me, the H5 editor was still tedious to use even after making quite a few rather advanced maps with it. I just could no longer afford to put the time into it anymore so I quit making maps.  I used to spend 20 to 30 hours just creating the basic terrain for a large map. Then, about 60 to 80 hours creating and debugging the script. Then another dozen hours responding to beta tester bug reports and refining the terrain based on their comments.

However, I still try to help out the community because I feel so darn nostalgic about this game. Heck, my kids grew up playing H2 -- H4 with me! Great memories. New World Computing-- you gotta love their sense of wonder. Ubisoft? Hummm... big shoes to fill. I really, really, really hope H6 revives the HOMM community and we start getting fantastic fan-made maps and campaigns again.

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted May 22, 2011 06:42 PM

Quote:
Still working on that Epic map? And thanks for the promo

Yes,from time to time ^^ I hope I'll get ready in summer
You r always welcome to look in the german thread btw, where my main community is. Lately, I posted a few images of the palace, but I don't want to show much pictures at this state of the map.

http://forum.drachenwald.net/index.php?page=Thread&postID=135772#post135772

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Weilyn
Weilyn

Tavern Dweller
posted May 22, 2011 07:15 PM

@ El_Chita
Worked perfectly! I thought you were supposed to clik on ground above the shoreline, and drag towards the water. I can't believe I didn't, even accidentally, click the actual shoreline...

Oh well, you live and learn.

Thank you very very much!
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 22, 2011 10:31 PM
Edited by markkur at 22:38, 22 May 2011.

Quote:
I admire your dedication to the HOMM community. Unfortunately, the H5 game did not endear itself to the HOMM map makers...{/quote]

Wish that were not true. My hope is that in the near future that the Editor will get a huge overall for H5.5 E.E.. Something of a return to the older editors but with new enhancements<L>

Quote:
For me, the H5 editor was still tedious to use even after making quite a few rather advanced maps with it. I just could no longer afford to put the time into it anymore so I quit making maps.


It's a pain in the tail-bone for sure but it is worth it for me. However, I'm hardly living the normal life One thing that is better for me these days is I've rode this rickity horse for so long I don't notice how bumpy the road is anymore. And also; the scenery is really nice

Quote:
However, I still try to help out the community because I feel so darn nostalgic about this game. Heck, my kids grew up playing H2 -- H4 with me! Great memories. New World Computing-- you gotta love their sense of wonder. Ubisoft? Hummm... big shoes to fill. I really, really, really hope H6 revives the HOMM community and we start getting fantastic fan-made maps and campaigns again.


In lock-step with all of the above. 3DO had one great vision 16?
years ago.<VBS>

@El_Chita

Quote:
Yes,from time to time ^^ I hope I'll get ready in summer.


You'' have to name it "Endurance" or "The Sands of Time" Hope a German can catch my English humor

Quote:
You r always welcome to look in the german thread btw,


I've been there and its great. It's been a while though. I need to come out of the stone-age and do the translator bit for best reading <LOL> but time is tight these days. I'm working on maps or related stuff all the time.

I'll have to go see the pics.

____________
"Do your own research"

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rdeford
rdeford


Known Hero
Wyld Mapper
posted May 23, 2011 01:31 AM

Quote:
3DO had one great vision 16? years ago.<VBS>


As I recall things, New World Computing started it all, and 3DO eventually acquired NWC. Thus, 3DO only provided money, while NWC provided the vision. I had a lot of fun making the H5 story map "Jackdaw Jake TOE" which kind of retells this story.

I just finished watching a video that tells the background info on the music for H6. Turns out that Ubisoft recruited the composer that did the H1-H4 music to do the music for H6. There is a very touching scene where he talks about doing the music for H1 and what it was like being a part of that almost magical development effort. See it here:

http://videos.uk.ubi.com/videos/vrpy3384-Might-Magic-Heroes-6-Music-voices-making-of.htm

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 23, 2011 02:25 AM

Quote:
As I recall things, New World Computing started it all, and 3DO eventually acquired NWC. Thus, 3DO only provided money, while NWC provided the vision. I had a lot of fun making the H5 story map "Jackdaw Jake TOE" which kind of retells this story.


You're correct, I had forgotten NWC but I can see that logo now...in my minds-eye
I'd played JD and loved it, now the dialogue makes even "more" sense.

Quote:
I just finished watching a video that tells the background info on the music for H6. Turns out that Ubisoft recruited the composer that did the H1-H4 music to do the music for H6. There is a very touching scene where he talks about doing the music for H1 and what it was like being a part of that almost magical development effort.


Share this with the community my friend. It will not be seen by many in this thread and< IMO> (even un-seen atm) it should. I thought that all of the HoMM music was done by Paul Romero and Rob King? Anyway, will check it out but<imvho> post it somewhere more visible. surely there are a lot of music nutz here like ourselves?!
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"Do your own research"

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rdeford
rdeford


Known Hero
Wyld Mapper
posted May 23, 2011 04:38 PM

Quote:
I just finished watching a video that tells the background info on the music for H6. Turns out that Ubisoft recruited the composer that did the H1-H4 music to do the music for H6. There is a very touching scene where he talks about doing the music for H1 and what it was like being a part of that almost magical development effort.


Share this with the community my friend. It will not be seen by many in this thread and< IMO> (even un-seen atm) it should. I thought that all of the HoMM music was done by Paul Romero and Rob King? Anyway, will check it out but<imvho> post it somewhere more visible. surely there are a lot of music nutz here like ourselves?!


Yup, King and Romero are doing the music for H6.

As to spreading the word, don't worry. I found out about this video on the Celestial Heavens web site where they posted it as a headline. I am just a parrot in this case.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 24, 2011 12:50 AM
Edited by markkur at 00:51, 24 May 2011.

Quote:
Yup, King and Romero are doing the music for H6.


Love their music. 3 is still my favorite soundtrack.

Btw,  I took a look recently at the Seer's Hut and could not figure out the whole deal. I can set the "reward" but I see no option for the "Quest". Is this a script function? Or am I doing the ramdom dwelling thing again?

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rdeford
rdeford


Known Hero
Wyld Mapper
posted May 24, 2011 05:39 PM

Quote:
I took a look recently at the Seer's Hut and could not figure out the whole deal. I can set the "reward" but I see no option for the "Quest". Is this a script function? Or am I doing the ramdom dwelling thing again?


I answered this question on page 32 of this forum. It doesn't require scripting, but it is not obvious.
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Mage of Soquim

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 24, 2011 07:30 PM

Thanks

Not "obvious" is certainly true.

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73666673
73666673

Tavern Dweller
posted May 31, 2011 04:41 PM

Hey All,

I have what amounts to a rather stupid problem.  I accidentally placed a subterranean bridge on ground level and I can't seem to remove it.  It floats in the sky (in the map editor and in game) even casting a shadow, and when I attempt to select it like I would any other object nothing happens.  

Is there something obvious I'm missing that someone could point me to?
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 31, 2011 04:48 PM

Quote:
Is there something obvious I'm missing that someone could point me to?


I've done many things but not that

Can you drag the mouse over it and make the "X" light up on the programs tool-bar and then hit delete?

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73666673
73666673

Tavern Dweller
posted May 31, 2011 04:53 PM

Clicking on it or trying to drag the mouse over it doesn't seem to work.

Is there a 'global' object list in the editor that I can access so that I could delete it from the equivalent of a list?
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 31, 2011 04:56 PM

Quote:
Is there a 'global' object list in the editor that I can access so that I could delete it from the equivalent of a list?


That "should" work. Open the "object-list" under "view" and see if it is listed.

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