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Heroes Community > Tournament of Honor > Thread: Heroes 5 Maps Submission/Review Thread
Thread: Heroes 5 Maps Submission/Review Thread This thread is 28 pages long: 1 10 ... 12 13 14 15 16 ... 20 28 · «PREV / NEXT»
Jinxer
Jinxer


Legendary Hero
*****
posted March 02, 2007 06:23 AM

BattleZoNe-v1.7 is now posted on TOH.

Removed Pendant of Mastery -- Balances Haven and Sylvan some. Haven can get enuff Paladins as it is, dont need them twice as cheap.  Sylvan gets 3 favorite enemies which is to many as it is...dont need a 4th.

Made guards at shipyards now preset so one guy doesnt get Golems and other guy Master Hunters.

Removed the mysterious Dwarven pillars that somehow showed up in middle of blues area... I didnt put them there, and they obviously looked outta place, so baffled as to how or why they showed up....

Redid the middle garrisons to try and correct any glitch ( if any ) that allowed for 10 Phoenixes to be taken from garrison...( Even tho all army was placed on field and conquered. )  Still wondering if it isnt yet another one of UBI sick ideas of random luck factors.

Added prebuilt mage guild 1 in 2nd town of blue.  Reds 2nd town had mage 1 prebuilt. So made them equal  Suprised noone pointed that out.

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Zilonite
Zilonite


Famous Hero
posted March 11, 2007 11:40 AM

"Ashes and Sands" update

Updated map "Ashes and Sands". New version of the map is at the ToH map page: Ashes and Sands_1.3

List of changes (not very long one )
- biggest change: added 5 wells to boost Dungeon, which after new necromancy principles deemed to be the only "odd man out there"
- removed Amulet of Necromancy
- did very minor logistics improvements on red side
- few more minor fixes



Tnx to SQ, Betruger and Strider for making comments on possible changes, tnx to all those who gave it a try and will give it a try and tnx to Ves for quick update of ToH map page!


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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted March 17, 2007 10:03 AM

map update

Lost Dragons v1.3 update on ToH maps.
filename       : lostdragons13.h5m
-updates-
-added a vault of mages in the main town area for both sides
-deleted prison on elementals area
-fixed 2 passability errors
-added blacksmith and upgraded level 1 dwelling in both main towns
-few other minor guards tuning


enjoy!


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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted March 19, 2007 08:15 PM

TO ALL MAPMAKERS

plz use your OWN map thread for updates etc

besides this sticky one get rarely viewed, is totally ridiculous to squeeze up MAP news in one thready while 'The Others' go beserk spamming the universe with h3, h2 and h0 threads
____________

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betruger
betruger


Known Hero
empowered mind
posted April 03, 2007 07:49 PM

Why? Is it not the official map sumbission thread?

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Elit
Elit


Famous Hero
posted April 04, 2007 08:52 PM
Edited by Elit at 21:11, 04 Apr 2007.

Don't play against necro "Ashes and Sands" 1.3 befor Zilo fix it again. Now its waste of time.

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Jinxer
Jinxer


Legendary Hero
*****
posted April 05, 2007 04:48 AM

Attention any and ALL map makers



Can someone..... anyone please tell me what the secret is to making underground in the map editor.... I try to place terrain down and it shows on the mini map that it is going down...but on the main screen it just shows black....and when I zoom out...it just shows a big black square....  If I try and place objects it shows them there... but they are just placed on solid black...

Why is underground so different?  What am I missing.

Thanks

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the_teacher
the_teacher


Supreme Hero
Talk to the hand!
posted April 05, 2007 08:53 AM
Edited by the_teacher at 08:54, 05 Apr 2007.

use dig (or lower) terrain with a brush of 3x3. it will make wonders


have fun

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Zilonite
Zilonite


Famous Hero
posted April 05, 2007 11:25 AM

Quote:
Don't play against necro "Ashes and Sands" 1.3 befor Zilo fix it again. Now its waste of time.


Point A - I will think about suggestions Elit proposed and the way how the map can be improved.

Point B - So far from various persons in various forums I have heard several arguments why this map is so unbalanced. The problem is that everyone mentions different "overpowered" faction
- sylvan (because of elves),
- academy (because of golems and terrain),
- necro (because of mercury mine and MotN),
- haven (because of vittorio),
- inferno (because of deleb),
- dungeon (because of blood furies)
- fortress (because fortress are deadly on large maps)

Heyo, folks, i'm a bit confused here

Point C - If anyone thinks that some faction is overpowered here, I have only one contra argument: you pick side and town for both of us and we play.

So Elit - you necro, me whoever you wanna me to be and we go for it anytime/anyday
____________
Elephants commonly have a bad eyesight. Yet with their bulk this is not a major problem for them.

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nevermind
nevermind


Famous Hero
posted April 05, 2007 12:02 PM

Quote:
use dig (or lower) terrain with a brush of 3x3. it will make wonders


have fun


To sharpen this answer... Underground is.. called it bugged called it whatever anyway you can ONLY use dig of 3x3 not 1x1 not 5x5 only 3x3 i also would never imagine this to be true and until seeing this somewhere also couldn't figure out how to make underground.
____________

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Zilonite
Zilonite


Famous Hero
posted April 07, 2007 03:17 PM

Finally finished new multi-player map - hope you will have some good gaming on this one, folks...

Concept of the map:
Basic idea was to create a map that won’t take 8+ hrs to finish. Albeit I don’t mind long games in general, recent experience is that it is practically impossible to finsh the game in one sitting. Even more, quite often two sittings are not enough. Somewhat this corresponds with concerns of Destro in another thread – there are plenty of large, closed maps where you can sit on your side for at least 4 weeks. However, if somebody wants a fast game, map options are very limited.

At this point came the decision that there is some free market-share for new map and idea of “Heritage of Deleb” was born.

Link for downloading: Heritage of Deleb



Some more info on map
Map name: Heritage of Deleb
Authors: Zilonite and Signe
Email for comments/suggestions: arnis_buka@yahoo.com
Play-testers: insatiable (bacharakis@yahoo.gr); the Teacher (biobogo@hotmail.com)
Size: 96x96, no underground
Number of players: 2
Disabled spells: None
Disabled heroes: Vittorio, Havez, Kaspar. Deleb is on the map, but you can’t pick her as a starting hero.

Current status:
Map is finished and play-tested by me several times in hotseat and by few other dudes couple of times. So I hope no more bugs left.

Storyline of the map:
Time: 843 YSD Place: Ashan during invasion of the demons
As marsh of the demons went on, more and more of formerly fertile lands of middle-Ashan were covered with hell ashes and rivers of lava. One of the most succesfull Demon generals - Deleb - as a reward from Souvereign recieved the title of the Countess and stripe of land to reign over. Yet fortune in the court of Souvereign never lasts for long: soon Souvereign accused Deleb for stealing his favorite ring and locked her away in lonely prison tower, guarded by the most ferocios Pit Lords.
Meanwhile two local nobles used imprisonment of Deleb to their own ends and claimed dominance over the former county of Deleb...

Screenshoots:







P.S. My sincere tnx to all of you who took a look at the beta version of the map, especially insatiable for his detailed comments!

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted April 07, 2007 04:07 PM

wow Zilo me and Destro are in the middle of our first try on this map and it's looking good very good actually....

and I fully agree with the 8+ hours of playing I like to finish a game in one session this is the map  ty alot!!!

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted April 18, 2007 06:16 PM

seems neiboring players have access to same stack of finix = turn game mode (both players cant be suiciding in same stack [ - x - ]simultaneously)

if make guards double[ - x ... x - ], chances are that sim turns last for 10days or more
____________

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted April 21, 2007 12:20 AM
Edited by fiur at 07:44, 28 Apr 2007.

New map: Forgotten Kingdoms

Here is another map (Forgotten Kingdoms)
I like you ppl. to test it and give me some feedback (bugs if any and other stuff you like to change)
I guess most of you ppl. know what a "buckload" of time it takes to make a map.... so after a while "I got blind"......  
26.apr.2007:
After so many nice feedback  I decided to make the map (landscape) even more detailed.....
Cange log (1.2)
added: stable (next to the "The King's Mausoleum, Eldritch Well in the "inferno land", put up an Garrison instead of "Guards" in the entrance to the "Graveyard", all lvl.7 guards (in front of the two ways monoliths got an range: 11-20....)
Added another "ramp" on the Red side (another access to the next terrain level....)


Change log  (1.1)  just added some more "masking" and a Major graphical update of the map overall.....  


Forgotten Kingdoms 1.2





Map Name: Forgotten Kingdoms
Author: Tom Ole Thomassen   (fiur)  
E-mail:tom-tho@online.no    msn: fiur@msn.com
Version: 1.0
Multiplayer 1 vs 1
Map Size: Big  (136*136) with underground
Game Version: HOMM5 HoF  2.1
Language: English
Special Win: Kill'em all
Special Other: None

Other thing:
I've disabled the Instant Travel Spell
disabled artifacts: Boots of Levitation, Sextant of the Sea Elves (it's presence on the map)  and Wings of the Angel
disabled Heroes: Haven: Maeve and Vittorio
Inferno: Deleb
Necropolis: Kaspar
Dungeon: Sinitar
Academy: Jhora
Sylvan: Wyngaal
Fortress: None

just a note: several of the creatures/buildings on the map is just for "looking" you got no access.....
and one more thing... take a close look at the thubnail pictures (the small pictures in on the map selection screen), they may help you alot....  


Description:

For so long the two kingdoms of Haven and Inferno lived  to close to each other.....
After many Border clashes the two Kingdoms vanish.....
Only Ruins are left after the two Great Kingdoms.
But when one Kingdom fall another will raise.....
Can you handle this task and take control over the whole territory ?


(made by: fiur... tom-tho@online.no  apr. 2007)



____________

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Zilonite
Zilonite


Famous Hero
posted April 24, 2007 12:22 PM

Ashes and Sands updated to ver 1.4

Updated Ashes and Sands (HoF) to version 1.4

Link for downloading: Ashes and Sands (HoF-ver.1.4)

Most likely that's the final version of the map - last changes are concerned mostly with game-play, replayablity and balance issues.

List of changes:

Major:

changed number of phonixes from 15-35 to 10-70 in day 1 (to provide more variety from game to game and to make very early killing less likely)

switched placement of mage vault and elemental stockpile on blue side (now both sides have mage vault in their starting area and one elemental stockpile is in the neutral area)

added always joining air and earth elementals on tree island (to motivate players to get there fast instead of rushing to phonixes right away)

Minor:

removed mercury piles near mercury mine (to reduce benefit from mercury mine being easier to get then other mines)

added one pile of crystals in starting underground (near blood furies dwelling – to improve ability of the dungeon get deep hydras fast enough)

slightly reduced number of water elementals that guard the shipyard on red side




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betruger
betruger


Known Hero
empowered mind
posted April 25, 2007 07:05 PM
Edited by betruger at 00:32, 26 Apr 2007.

Dead Man's Lake has been UPDATED TO v2.2

Dead Mans Lake version 2.2




The map was turning into a rush map, mostly because of the fact that wratihs were easily abused. All you needed to break through them was expert summoning + landmines. Also, war machines heroes seemed way stronger than others, and the 3rd (long) way was seldom used.

Therefore:

- the stacks of 21 wraiths guarding the pass were replaced by 70-100 vampire lords from day 1
- relic between those 2 stacks has been replaced by random any artifact
- vampire lords guarding keymaster's tent were replaced by a horde of plague zombies, so you can get the key way quicker.

- War machines heroes has been disabled (Vittorio,Havez,Deleb,Kaspar)
- Wyngaal has been disabled

- There's now a new island in the north, accesed by monolith. (It's actually not shown on the minimap above, I just used the old minimap )
It contains 2 gold mines. One is undefended and the other one is guarded by a stack of RandomAny monsters.



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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted May 09, 2007 08:52 PM
Edited by insatiable at 16:01, 14 May 2007.

COMING SOON


____________

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted May 09, 2007 11:50 PM

Looking forward to this map Insatiable!!!  
____________

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Elit
Elit


Famous Hero
posted May 12, 2007 05:54 AM

Stop disable heroes when you doing map. Its stupid. If ppl play multiplaer they can make his rules for heroes...if they not skill and dont know all heroes have only 1 way to learn-->need try them 1st.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted May 13, 2007 02:16 PM

why not disable? others left not good for you?
Why never play heroes like Kythra or Talanar etc..
are they cripple?

you only make me want to disable more
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