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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Your ideal map and balancing via mapmaking - a discussion.
Thread: Your ideal map and balancing via mapmaking - a discussion. This thread is 2 pages long: 1 2 · «PREV
Pomo
Pomo


Famous Hero
The lone peasant
posted April 17, 2007 05:14 PM

Well you can play it in single player mode if you want - although I doubt the AI will deal very well with it - not that the AI deals very well with anything but I suspect it may be worse even. Really it's designed to be a multi map, so if single player is your thing it may not be too exciting. I'm hoping it will be pretty at the least
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linkTouched by His Noodly Appendage

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 17, 2007 05:45 PM

Well, that will make the test of how the AI will handle it all the more interesting.
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What will happen now?

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 21, 2007 08:29 PM

Ok, as I have promised, I have finished my map. You can download it here

However, I'm very busy in these weeks so I won't be able to modify my map with your suggestions, but constructive feedback is appreciated
(and please don't give too radical modifications, because, even if you find it silly somewhere, that's how the map was designed... there aren't too many maps like mine, I'm sure, so it's normal to have a different experience with it)

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executor
executor


Famous Hero
Otherworldly Ambassador
posted April 21, 2007 09:13 PM
Edited by executor at 21:13, 21 Apr 2007.

The map is quite interesting, but I see one thing which is a problem, at least for me: 0.5 of each 'colourful' mine per player.
Apart from that, OK. What am I saying, great work ZL!
BTW why did you choose these tiers of dwellings? Just curious.
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Understanding is a three-edged sword.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 21, 2007 09:24 PM

Quote:
The map is quite interesting, but I see one thing which is a problem, at least for me: 0.5 of each 'colourful' mine per player.

The map was intended to be a little poor, I wanted to make 'resource-war' on the center islands
There's also the 15 rare resource piles in each island to help the development until you get to the mines There was also a 20 Wood pile to compensate for the Ship costs, but then I realized most of the sea objects give wood...

Quote:
BTW why did you choose these tiers of dwellings? Just curious.

First, I wanted a weak dwelling and a stronger one (not very strong). Second, I wanted the dwellings to be expensive enough to cover the gold income from the Gold Mines (and Abandoned Mines that give Gold), so tier 1 was out of the question (free units). Then I thought: "tier 2 and tier 3", but then I realized it's not enough, so I said: "tier 2 and tier 4". That should do it. Besides, tier 4 holds strong and mixed guardians which I wanted

And tier 4 creatures are the most balanced in large numbers... I mean, lots of tanks (squires, for example) are not great, the town growth should be enough

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted April 22, 2007 11:57 AM

an ideal map for me is 'Warlords', originally h3 map called 'War', thrown into h5 by Nival with excellent result
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Pomo
Pomo


Famous Hero
The lone peasant
posted April 22, 2007 02:19 PM

I got an error from Elrath when I clicked the link, so I don't know exactly what map is yours, although I'm presuming your comments earlier in the thread that it's two islands?? Anyway, just downloaded it, so I'll let you know what I think in a bit
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linkTouched by His Noodly Appendage

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 22, 2007 02:25 PM

Yes, it's Two Islands

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Pomo
Pomo


Famous Hero
The lone peasant
posted April 22, 2007 02:40 PM

Seems like a pretty cool map, I like the map setup in general to provoke the resource war in the middle - although I would say that the player who got the pit fiends at their shipyard got a bit shafted. It's not that pit fiends are fantastic creatures (the other guards are obviously better in fact for most purposes) - it's just that due to pit fiends fireball it will be substantially easier to creep 4-5 palas/rakshashas/wights without losses for most factions. The only other thing I'd say is to me the map seems a bit poor - not in terms of the .5 precious resource mines per player - but in terms of how much stuff there is to kill on the map - you probably won't end up with a very high level hero I think. Also, I personally prefer maps that start with town level 6-8, town level 1 is a bit slow for my taste.

It's funny how the map is so focussed around navigation - it made me realise that I don't even know what % bonus navigation gives you because normally I would just never pick it
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linkTouched by His Noodly Appendage

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted April 22, 2007 02:53 PM

I know it's a little poor in experience because there is alot of water and there can't be creeps on water
But still, it's nice to have a low-level-heroes map

Quote:
Also, I personally prefer maps that start with town level 6-8, town level 1 is a bit slow for my taste.

I know. To be honest, I prefer both of them (sometimes I enjoy placing Tavern too)
I don't know if I should let this map have a town of level 1 or the following buildings:
- Tavern
- Dwelling level 1
- Fort
- Marketplace

... still undecided about this

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spointz2020
spointz2020


Hired Hero
posted May 29, 2007 11:49 PM

is it just me or has no one else noticed that elrath.com no longer works?
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executor
executor


Famous Hero
Otherworldly Ambassador
posted May 30, 2007 01:55 AM

I usually give fort and tavern, to have lvl 3 outright. Just my 5 cents.
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Understanding is a three-edged sword.

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