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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 2 3 4 5 ... 10 20 ... 24 25 26 27 28 · «PREV / NEXT»
jinxer
jinxer


Legendary Hero
*****
posted November 13, 2008 09:28 PM

I was gonna look at it.. but you dont have it formatted as .h5m so couldnt open it in editor.
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plasia
plasia

Tavern Dweller
posted November 14, 2008 06:44 AM

You'll need to open it with the Tribes of the East editor, not the vanilla HOMMV editor.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 14, 2008 11:32 AM
Edited by Elvin at 12:20, 14 Nov 2008.

It opened fine with me, I had added a cartographer to check it from ingame


School 1.5.
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Jinxer
Jinxer


Legendary Hero
*****
posted November 15, 2008 07:19 PM

I only have Tribes editor..  when I try to unzip it.. there is no .h5m file in there to put in maps folder

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plasia
plasia

Tavern Dweller
posted November 16, 2008 03:20 AM

Dude I don't know what you're doing unzipping and stuff.

Just open the ToTE map editor, File -> Open, navigate to where you saved it, then click on the file and press open.
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Jinxer
Jinxer


Legendary Hero
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posted November 16, 2008 07:37 PM
Edited by Jinxer at 19:39, 16 Nov 2008.

Quote:
Dude I don't know what you're doing unzipping and stuff.





I am trying to UnZip it because you uploaded a " ZIP " file lol... look below......








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fiur
fiur


Promising
Supreme Hero
Map Creator
posted November 16, 2008 09:23 PM

IE change the file name till zip Jinxy... just rename it back to h5m
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Jinxer
Jinxer


Legendary Hero
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posted November 17, 2008 12:03 AM

Guess I a just retarded.... when I try to rename it...it looks like this after I have renamed it..

Test.h5m.zip   haha...    renaming it doesnt change the fact that is a in ZIP format.. just changes the name before the .zip part lol

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plasia
plasia

Tavern Dweller
posted November 17, 2008 02:37 AM

.h5m files are actually renamed zip files. I have no idea why your browser is renaming it though, perhaps try firefox or something?
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Jinxer
Jinxer


Legendary Hero
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posted November 17, 2008 03:31 AM

Have never had this problem EVER..  I have made couple maps and downloaded dozens of maps from this message board that people have uploaded and always get them as .h5m files OR in zip format that when I unzip them it has .h5m file in them... yours is the only map that is doing this... so I guess I just wont look at it or play it.. unless or until it gets uploaded as .h5m file.  Sorry mate.
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plasia
plasia

Tavern Dweller
posted November 17, 2008 08:34 AM
Edited by plasia at 08:35, 17 Nov 2008.

They are definitely .h5m on my webserver dude. Also Elvin seemed to have no problem downloading it without it renaming itself, neither did I when I did a test just then.

But whatever, try this, should work for you:
1.5c inside a zip

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diegis
diegis


Supreme Hero
power of Zamolxis
posted November 17, 2008 12:50 PM

i tried this map a bit, and seems a nice one, still, can anyone make it for 1vs1 map?...just delete 2 castles each side and put smth else, like utopia, or any other goodies
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Jinxer
Jinxer


Legendary Hero
*****
posted November 17, 2008 01:52 PM

Yes that worked perfectly... that wasnt so hard now was it
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plasia
plasia

Tavern Dweller
posted November 18, 2008 06:50 AM

I am happy to make a 1v1 map using this concept if people are interested and give me some help. It would have the same sort of middle with just the middle top and middle bottom areas. Also it'd be better because of all the experience I have gained making this map and I wont make quite as many rookie mistakes (distance to middle would be the same etc...)

But before I do something like that I need to know a few things:

What terrain type would it be? I always thought that Haven/Sylvan runs fastest on grass, inferno on the lava ground and so on.

What things do people expect from a competitive 1v1 map (besides obvious things like player-chosen towns)? ie: is every monster stack explicitly defined? What artifacts are considered overpowered? I can't seem to find any threads with this topic.

So basically if someone gives me a whole bunch of pointers to what passes as a competitive 1v1 map and there is some interest I'll be happy to try one.

(I'm also interested in making a 1v1 map since my friends sometimes think that I don't pull my weight as an ally so I 'd like to prove myself )
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diegis
diegis


Supreme Hero
power of Zamolxis
posted November 18, 2008 07:11 AM
Edited by diegis at 07:24, 18 Nov 2008.

About terrain, yes grass would be ok, only if you cant do it for each native faction even if I havent seen that in any maps except for RMG, and also even if I could be able to choose faction.

The monsters are not specified, should be random, but same tier I'd say.

There are some powerfull artifacts, this is a sensitive point. I'd say let them all, but hard to get. If you ask me, I would say Jinxer found a nice balance on battlezone, when he allowed both players to get the staff, in both sides, but well protected by creatures and 3 keys...

I hope I helped a bit, more you will get from more experienced map makers FIUR, JINXER, INSA, ZILO...

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 18, 2008 11:15 AM

A few clarifications about terrain. Everyone moves normally on their native terrain so academy moves on sand like moving on grass while others would get a 50% movement penalty. Grass does not reduce the movement for anyone but I would not suggest it for the middle if the heroes can reach a high level, logistics->familiar ground for instance can be crazy for sylvan. With +2 speed all your units can attack the enemy lines on the first turn.

The easiest way to give the same opportunities to all players is to have same stacks of neutrals, artifacts, utopias in about the same places. Neutrals you can set for instance a set number of random tier 3 or tier 4 or whatever but you can also use mixed stacks or a garrison to guard key places.
I typically prefer no banning artifacts but not placing too many on the map either. Other things to take into account is creating more than one paths to certain areas to add better replayability to the map. Or making sure than you have enough things to do per day but not give too many encounters that you'd make turns too long.

Generally try to avoid giving certain races the advantage. Too short a game favours destructive casters and warmachine users, too long a game favours endgame factions like sylvan, fortress and such, too many resources help a lot academy, too much gold helps haven as a few examples.
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plasia
plasia

Tavern Dweller
posted November 18, 2008 12:02 PM

Quote:
A few clarifications about terrain. Everyone moves normally on their native terrain so academy moves on sand like moving on grass while others would get a 50% movement penalty. Grass does not reduce the movement for anyone but I would not suggest it for the middle if the heroes can reach a high level, logistics->familiar ground for instance can be crazy for sylvan. With +2 speed all your units can attack the enemy lines on the first turn.


Ok so grass is a good idea for the start area, but what terrain should the middle be? As far as I know they all favour someone

Quote:
Generally try to avoid giving certain races the advantage. Too short a game favours destructive casters and warmachine users, too long a game favours endgame factions like sylvan, fortress and such


How many weeks is considered to be short, how many is considered to be long?
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 18, 2008 12:18 PM

Not really. If you are afraid of movement penalties add the boots before entering that area for each player. The only bonus a factions gets from native terrain apart from no movement penalty is +1att/def that is no big deal.

Short is week 2-3, long is beyond week 5.

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plasia
plasia

Tavern Dweller
posted November 23, 2008 05:29 AM

1.5d in a zip
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diegis
diegis


Supreme Hero
power of Zamolxis
posted November 26, 2008 10:18 PM

is it for 2 players??
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