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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 ... 5 6 7 8 9 ... 10 20 28 · «PREV / NEXT»
jb239
jb239


Famous Hero
posted October 10, 2006 01:30 AM

Quote:
Quote:

**Ok and now some release notes.

Due to a bug (or intention?) in the editor, I could not give a player 2 starting towns that matched, so you will notice a teleport that goes right to a matching town. It is intended to be gotten day 1 and the contribute to your large army.


Sure that is not possible? One thing I liked in Giant War was the fact that one of your towns was guarded by level 7 creatures, so you were able to build from the start on, but not to use youre creatures.

Quote:

Also this is the very beta version and Im undecided as to what to make the middle guards so any suggestions are welcomed.. as of now its an inferno army mixed with some stuff.


It is a nice garrison of course, since fire based creatures are appropriate due to the lava ground in the middle. But I would prefer some different guards. At the moment, all six of them seem to be the same. Other possibilties that come to my mind are a shooter garrison wth lots of different shooters or a garrison with lots of tank units in it (treeants, hydras). Is it possible to place enemy heroes in there that don't move? You could boost the units with some nasty skills and artifacts then (unicorn's bow for example).

Played through it with blue , no bugs noticed so far. Good work, JB.


I couldn't get the 2 starting towns to match.. If someone knows how then feel free to let me know how. But the way that it SHOULD work doesn't work.. it always gave me the result of 2 random towns.. they wouldnt match
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I will not lose.

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malgor
malgor


Hired Hero
posted October 10, 2006 04:08 AM

Thanks, Fiur!

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Jinxer
Jinxer


Legendary Hero
*****
posted October 10, 2006 02:54 PM

Can someone explain what this means?  

" Object and craig intersection: 113:137, ground floor. "

And what I do to fix it.



Thanks

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jb239
jb239


Famous Hero
posted October 10, 2006 06:35 PM

Quote:
Can someone explain what this means?  

" Object and craig intersection: 113:137, ground floor. "

And what I do to fix it.



Thanks


I get those anytime I raise terrain.. as far as I know its not a problem. In fact in my current map I have like 50 of those messages lol, but in my quick run throughs I found no passibility problems
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I will not lose.

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Betruger
Betruger


Known Hero
empowered mind
posted October 10, 2006 09:03 PM

It just means that for example a tree is half buried in the ground
Look at your map from the other side (from the bottom side) and you'll see all those tree trunks intersecting with terrain. From above it looks perfectly ok, so no big deal.
That's true for the trees alone, in other cases, for example towns, it looks plainly awful when town is intersecting with terrain, so the usage of "level terrain under object" is recommended.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted October 10, 2006 10:01 PM
Edited by fiur at 01:11, 11 Oct 2006.

Quote:
It just means that for example a tree is half buried in the ground
Look at your map from the other side (from the bottom side) and you'll see all those tree trunks intersecting with terrain. From above it looks perfectly ok, so no big deal.
That's true for the trees alone, in other cases, for example towns, it looks plainly awful when town is intersecting with terrain, so the usage of "level terrain under object" is recommended.


I've done that on Dragon Hill + added thubnails pictures...
and disabled some arties....  

Updated version of Dragon Hill:

Dragon Hill 1.2

---------------------------------------------------------------------

Change log:

1.1
Done som Masking around special object's.... minor graphical changes......

1.2
Gone over the whole map with "Level Terrain Under Object tool"
And the mines are harder to get!!!!!! (if U know whats an Abandoned mines looks like....)

Disable artifacts:
Boot of Levitation
Sextant of the Sea Elves

Disable spell:
Vessel of Shalassa

Also added thumbnails (the small pictures next to the text when I choose your map to play)

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niagaran
niagaran


Adventuring Hero
Braveheart returns
posted October 11, 2006 04:57 AM

Dragon Hill

I can't get it to show up in multiplayer games. For some reason it becomes a h5m file instead of a folder like the rest of the maps I have downloaded. Only the map editor can see it.
please help

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted October 11, 2006 06:21 AM

Quote:
I can't get it to show up in multiplayer games. For some reason it becomes a h5m file instead of a folder like the rest of the maps I have downloaded. Only the map editor can see it.
please help


it's an zip file......
with Dragon Hill 1.2.h5m and Dragon_Hill_readme.txt file....
you only have to extract the Dragon Hill 1.2 file into your /Maps folder....

(and then you have to enable multiplayer maps in the selection meny)

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jb239
jb239


Famous Hero
posted October 11, 2006 07:00 AM

Another Map.. The War Within





Here is the Map The War Within Version 1.0

**Ok and now some release notes.

I have not really tested this map yet, so there might be a few dumb bugs or whatever.. Ill test it later, but figure you guys can try it out if you like. I added some darkness to the map to kinda go with the theme of it.. good or bad idea? I tried to make it a little more creative than previous maps.. I still need to touch it up a bit. Enjoy and leave any comments..
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I will not lose.

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sphere
sphere


Supreme Hero
posted October 12, 2006 12:56 PM
Edited by sphere at 13:44, 12 Oct 2006.

Hey,

The War Within 1.0

- I have only run through the map 4 times, and actually played it once ( hotseat with myself... get a life as the missy said, lol ).

- I haven't found any bugs that really stands out.
- Some chests,resources are too close to the edge and very difficult to spot that also goes for abandoned mines in general ( e.g. the darkness/ FoW ). At the Elemental Dwellings, you seem to have been a bit to hasty in dropping chests/random resources... they are "hidden" within the Dwelling graphics ( the white misty clouds ).

- I like the layout as a whole, the Darkness in particular, but I also see a lot of scout fighting - and that I dont like ( but that is just me ) And that could be a problem if people isen't aware of the concept of hit and run ( I recently just got aware of this myself ).

- I never got around to check for Instant Travel, but I would assume you have it disabled ?


- More to come....

- Guz
____________
Who is this General Failure, and why is he looking at my disk ?

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jb239
jb239


Famous Hero
posted October 12, 2006 08:10 PM

Quote:
Hey,

The War Within 1.0

- I have only run through the map 4 times, and actually played it once ( hotseat with myself... get a life as the missy said, lol ).

- I haven't found any bugs that really stands out.
- Some chests,resources are too close to the edge and very difficult to spot that also goes for abandoned mines in general ( e.g. the darkness/ FoW ). At the Elemental Dwellings, you seem to have been a bit to hasty in dropping chests/random resources... they are "hidden" within the Dwelling graphics ( the white misty clouds ).

- I like the layout as a whole, the Darkness in particular, but I also see a lot of scout fighting - and that I dont like ( but that is just me ) And that could be a problem if people isen't aware of the concept of hit and run ( I recently just got aware of this myself ).

- I never got around to check for Instant Travel, but I would assume you have it disabled ?


- More to come....

- Guz



Thanks for the feedback. I purposely made it a scout war type map since all my previous maps have been closed.. However I was debating on making a closed version of the map and inserting some guards. I also debated putting an AI player in the middle underground to possibly cause havoc.

But if people aren't fans of open scout war type maps.. Ill do 2 versions and have a closed version
____________
I will not lose.

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sxshopper
sxshopper


Known Hero
posted October 12, 2006 08:45 PM

hi!
i have just sent to  ves new version of fatal controversy (1.2)...the main difference between 1.1 and 1.2 is the size. In 1.1 it was 176x176 - and in my and kolia's opinion it is too big so i made it smaller and version 1.2 is now 136x136. I hope that the new version will be posted tomorrow so have fun playing it

here's the link to FATAL CONTROVERSY v1.2 for those who are impatient
http://www.sendspace.com/file/2hbcpv

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fraudatio
fraudatio


Famous Hero
posted October 12, 2006 09:30 PM

Two Sides


The map is a bit buggy I think - playing it now with Barry and we have both found "major" bugs. As red I`ve found that the artifacts near the Death Knights are "unguarded" from the backside, and blue side has two totally unguarded mines as well as artifacts (if I understood him correctly). Apart from the bugs that need to be fixed it looks like a cool map, a bit different from the others

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sphere
sphere


Supreme Hero
posted October 12, 2006 10:23 PM
Edited by sphere at 22:35, 12 Oct 2006.

Hey,

Quote:
Thanks for the feedback. I purposely made it a scout war type map since all my previous maps have been closed.. However I was debating on making a closed version of the map and inserting some guards. I also debated putting an AI player in the middle underground to possibly cause havoc.

But if people aren't fans of open scout war type maps.. Ill do 2 versions and have a closed version


(1) My pleasure, I'm just happy that some actually make maps.

(2) I only said I wasent so much for scout / open war type maps...

(3) Putting in an AI to cause havoc, thats a great idea ( beef him/her/them up a bit ) and you will have just that !. I bought the entire series and currently have all games installed and I found one map from the H3 Maps Page - Medium that has what I think your talking about, Wizard's Conquest - forth from the bottom. - [EDIT] lol, just realized that your the author of it, so you should know..lol silly me [EDIT]

(4) I can only imagine how "hard" it is to spend several days intensively on a map only to have little or no comments on it from the various communities you/others put them up on. But sometimes I think you should look at the bright side - No comment(s) could also mean that the map is playable from the word go, ever thought of that ?. I only have this little comment attached because I thought I could feel a bit to much ( self ) negativism ( is that even a word ? ) in your last post.

(5) Why not pick out 10 of your favourite maps from the link I have in (3) and make an over the weekend ( a week ) sorta poll where people could pick 1-3 and comment on why they think that/those map should be re-made and see the H5 light ?.


- Well enough rambling from me...


- Guz
____________
Who is this General Failure, and why is he looking at my disk ?

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jb239
jb239


Famous Hero
posted October 12, 2006 11:46 PM

Quote:
Hey,

Quote:
Thanks for the feedback. I purposely made it a scout war type map since all my previous maps have been closed.. However I was debating on making a closed version of the map and inserting some guards. I also debated putting an AI player in the middle underground to possibly cause havoc.

But if people aren't fans of open scout war type maps.. Ill do 2 versions and have a closed version


(1) My pleasure, I'm just happy that some actually make maps.

(2) I only said I wasent so much for scout / open war type maps...

(3) Putting in an AI to cause havoc, thats a great idea ( beef him/her/them up a bit ) and you will have just that !. I bought the entire series and currently have all games installed and I found one map from the H3 Maps Page - Medium that has what I think your talking about, Wizard's Conquest - forth from the bottom. - [EDIT] lol, just realized that your the author of it, so you should know..lol silly me [EDIT]

(4) I can only imagine how "hard" it is to spend several days intensively on a map only to have little or no comments on it from the various communities you/others put them up on. But sometimes I think you should look at the bright side - No comment(s) could also mean that the map is playable from the word go, ever thought of that ?. I only have this little comment attached because I thought I could feel a bit to much ( self ) negativism ( is that even a word ? ) in your last post.

(5) Why not pick out 10 of your favourite maps from the link I have in (3) and make an over the weekend ( a week ) sorta poll where people could pick 1-3 and comment on why they think that/those map should be re-made and see the H5 light ?.


- Well enough rambling from me...


- Guz


I just make the maps as somewhat of a hobby.. since im kinda busy I cant sit down for 5 hours straight to play a game, but if i have an hour here and an hour there ill work on a map.

haha yeah I made that wizards conquest map, but it never became popular.. even tho I liked it.

Ill work on adding an AI into this map as an alternate version. Then Ill finish updates on each of my other maps, and finally start on a new map.
____________
I will not lose.

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zilonite
zilonite


Famous Hero
posted October 17, 2006 02:28 PM
Edited by zilonite at 20:37, 18 Oct 2006.

New Multiplayer Map

Joining HOMM V map-makers family with project that took almost a year to finish (was planning this map right from first beta tests )

Link for downloading: Ashes and Sands

Some more info about the map:

Map name: Ashes and Sands
Authors: Zilonite and Signe (besides being my girlfriend, she also is a professional artist, who kindly agreed help to put HOMM V map editor to its maximum in order to create really esthetically pleasing map).
Email for comments/suggestions: arnis_buka@yahoo.com
Play-tester: Strider_HL (strider.hl@gmail.com)
Size: 136x136 (big) with underground
Number of players: 2
Scripting: None
Disabled spells: None
Disabled artifacts: Wings of the Angel; Bag of Endless Gold

Concept of the map:
Basic idea was to create a map that I would like to play myself for serious and competitive games, but not forgetting about fun, too

In particular this includes:
- balance between both sides, yet not complete mirror map

- balance not only with equal amounts of essential values on each side but also maximum possible balance between different town types

- replaybility (meaning that the best strategies might vary fairly much from game to game)

- relatively fast game, albeit not always (time of main battles might vary from week 4 till week 6-7)

- preventing War Machine rushing or at least delaying it significantly enough

- interesting playtime with constant action from day 1 till the end, yet simultaneously trying to prevent extremely long turns

- making closed-type of map, yet at the same time map where it is impossible to cover everything and where thinking and making priorities is essential

- and, the last but by far not the least, esthetics (I was astonished when I saw how somebody with artistical educational background mixes all those things and colors in map editor and how many beautiful things you can squeeze out of this seemingly plain editor).

Current status:
Map is finished and play-tested by myself some 7 or 8 times in hotseat and by few other dudes couple of times (also in hotseat). So there should be no more bugs (albeit, as JB has rightly pointed out, some bugs manage to squeeze through always ).

Storyline of the map:
Time: YSD 759 Place: Far South of the Ashan
Two striders, trying to catch their own luck amidst the anarchy of civil war between Wizards and Necromancers, overheard a strange story of a rich wizard, Isher the Eightfinger, who tried to conjure a phoenix to help defend his castle against incoming hordes of undead. Yet the spell went wrong and instead of one phoenix a whole tide of those fiery creatures entered the world, destroying all and everything on the path of their wings.
As it is rumored that abandoned treasures of the wizard are still there, both striders decided to take a look on those places, which since those happenings acquired the name of the Land of Ashes and Sands. Albeit some other rumors say that those magnificent creatures of fire are still there, too…

Screenshoots:







Of course, any kind of feedback is more then welcomed!

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Betruger
Betruger


Known Hero
empowered mind
posted October 18, 2006 02:59 PM

Magnificent map Zilonite
Great looking and seems very fun to play!

I have one rather major bug to report though:
Red player's second town is heavily guarded (by haven troops tier 1-4),
while blue player's second town has only it's default guards (a bunch of tier 2 troops of appropriate faction)

This is serious because blue can take his second town on day 2, and red has to wait a week or so.

Nevertheless, I'm looking forward to play this map in multi.

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insatiable
insatiable


Supreme Hero
Ultimate N00bidity
posted October 18, 2006 06:43 PM
Edited by insatiable at 18:52, 18 Oct 2006.

yeps, this looks nice and interesting for a launch.

Having noticed its size(5mb), i wonder how much maps size(kb) affects transfer, lag in game and de-synch chances.

One more thing. Thumbs up for Two Coasts map, for its great aesthetic quality (havent checked out its gameplay yet)

oh and .. sexshoper, started game on fatal map, and,
wellwellwell.. you actually made a map man
(has interesting gameplay in resources and build up management)

____________

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sxshopper
sxshopper


Known Hero
posted October 18, 2006 10:05 PM

Quote:
yeps, this looks nice and interesting for a launch.

Having noticed its size(5mb), i wonder how much maps size(kb) affects transfer, lag in game and de-synch chances.

One more thing. Thumbs up for Two Coasts map, for its great aesthetic quality (havent checked out its gameplay yet)

oh and .. sexshoper, started game on fatal map, and,
wellwellwell.. you actually made a map man
(has interesting gameplay in resources and build up management)



thanx for good words about the map BUT! i will not repeat myself 1001 times that it's NOT sexshoper!!!, it's SXSHOPPER  double "P" and without this F*ckin "E"!! for gods sake!!!

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted October 19, 2006 12:07 AM

Quote:

The map is a bit buggy I think - playing it now with Barry and we have both found "major" bugs. As red I`ve found that the artifacts near the Death Knights are "unguarded" from the backside, and blue side has two totally unguarded mines as well as artifacts (if I understood him correctly). Apart from the bugs that need to be fixed it looks like a cool map, a bit different from the others


thanks for the feedback I will check this bugs!
____________
Dig Out Your Soul

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