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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: WoG MapMaking- TUTORIAL and YOUR WoG maps links
Thread: WoG MapMaking- TUTORIAL and YOUR WoG maps links
Feenor
Feenor


Known Hero
posted April 05, 2008 11:35 AM bonus applied by Ste on 06 Apr 2008.
Edited by Feenor at 20:00, 11 Apr 2008.

WoG MapMaking- TUTORIAL and YOUR WoG maps links

     
OK I'm writing this tutorial because there is still not many of good WoG maps and I think maybe some people don't know how to make a good map. If you have WoG, download MapMaker patch from here (second file).. It allows you to edit some things:
-where is the entrance of object
-where you can move and where you can't
-make for ex. castle looking like necropolis

Put some ERM scripts to your map. If you have ERM script copy it then paste to a time event which has day >500 and disable all players. You can also make ERM file that has the same name as map, for example, for map.h3m it will be map.erm you may also save your wog settings as ,dat file, and thenfrom WoG ERM Help)
Load an external file with WoGification settings
With this command you can customize the way a map is wogified. The loaded setting
will override the settings in the WoG Options screen.

Syntax:
!#UN:J3/^the path to the file^;
The path may have a folders in relative or absolute path (based on the WoG folder), like this:
^MyOptions.xxx^ - a file in the Heroes home folder
^maps\opt.yyy^ - a file in the maps folder
^.\maps\opt.yyy^ - the same as above ("." means the current folder)
^C:\xxx.yyy^ - a file in the C: root folder
^..\mysets\set001.zzz^ - a file in mysets folder that is a child folder for the parent folder for the heroes home folder.


Also put new objects on map. You'll see them in cities page:


Remember that in WoG you can make terrain like this:

but sometimes it looks weird:


Also WoG trees look better, because they are moving.
Rmember: NEVER leave lots of place on map empty or using  hundreds of same objects! Better make good S map than 10 weird XXLs

Now look at 8th level creatures' dwellings.


Can you see animations above them? Try to put dwelling behind something and make a trick: select object, press SPACE, then turn object to a "hologram".

and then you can make something like:



or:



How much objects can you see here?

City:

If you open "Advanced properties", you'll see this button. It allows you to put one object over second. Some objects, like for example lakes, already are parts of ground. You can turn it off.

You can make something like this:



You can also add weather effects, like:


There's allso lava, wooden and stone walls and some new nice terrain obstacles  like jungle volcano, swimming log, fire, ice, 3 waterfalls, some monuments, objects looking like static whirlpools for land terrains, new "snow" versions of objects, new kind of boards, new garnisson, new monolit and much much more.

EDIT: I added more text and images.


Ok, now get an idea, open map editor make new map, upload it, then give link here.
P.S. Sorry for my English, but I hope you understand
P.S.2 How to put small images of screenshots, that you'll see in normal attributes when you'll click on them only? EDIT: OK I've learned
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Ste
Ste


Promising
Famous Hero
Passed away
posted April 06, 2008 12:05 AM

QP given for your somewhat short but informative and useful tutorial.
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The ultimate WoG tester

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Feenor
Feenor


Known Hero
posted April 06, 2008 11:04 AM

@Ste: Thanks, I'll edit it to amke it longer when I'll have free time.
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kesnar
kesnar


Famous Hero
from Kesnaria
posted April 08, 2008 09:09 PM

Why not to make this thread sticky???

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Ste
Ste


Promising
Famous Hero
Passed away
posted April 09, 2008 10:50 AM

Because the first page of the forum is full of stickies and there's only so much space for new threads before they go to page 2. And anyone intelligent enough to use WoG should be able to use the search capabilities of the forum to find tutorials.
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted April 10, 2008 02:07 AM

I like this page. With WoG and the advent of the WoG Object Editor, mapmaking is virtually limitless for H3 now. More so than just about any game out on the market!
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Feenor
Feenor


Known Hero
posted April 10, 2008 07:04 PM
Edited by Feenor at 19:13, 10 Apr 2008.

Well, I know in my tutorial there are lots of language bugs, if you'll find them, please post
OT: ByteBandit I know where your avatar is from! In Silmarillion by J.R.R. Tolkien, polish edition by AMBER it was the head of Ulmo! I had this book from library, so I can't make photo now, but maybe soon.
EDIT: Sorry for offtopic , but I found on Google:
EDIT 2 :Now resized:

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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted April 10, 2008 10:12 PM

OT: I like my Avatar on CH better. I tried putting it up on this site, but I have'nt succeeded.

Are you planning on updating this page on a regular basis? And...will you be making WoG maps for everyone to play?
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Feenor
Feenor


Known Hero
posted April 11, 2008 07:55 PM
Edited by Feenor at 19:56, 11 Apr 2008.

Now I'm making 3 XXL map epic campaign, one map is all finished (screenshots here), second is about 60%, and third about 40%. Those maps have custom scripts, I'll add .dat files with wog settings, and custom heroes' portraits. I don't know if I'm allowed to use Altair scripts (1: you get half experience when you'll let neutral creatures escape and mithril mine.) And I'll edit my tutorial since monday
I'm making xxl Lotr map (80% finished but now I'm bored with Lotr)
I also made 7 multiplayer map. Download my Map Pack( some maps arent finished just tt look in MapMaker)Download

Believe or not but every day I' mapamking at least 1,5 hour (my WoG broken, and I LOVE MAPMAKING!!!!)
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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted April 11, 2008 11:26 PM

Sounds productive. With your LotR map, just set it aside for now. You'll go back to it at one point or another and finish it up. I myself have a map or 2 in the making. I have no creative juices to work on them right now, but I know I'll get to them as soon as I do. It happens to all mapmakers.
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Feenor
Feenor


Known Hero
posted April 12, 2008 12:09 PM

Have you seen all mt maps from mappack? Which of them do you like?
3 of them will be in campaign (files' names: #=Mapa=#, #War of the Brave and #PUSTYNIA#)
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pyrostock
pyrostock


Adventuring Hero
posted August 08, 2008 10:05 PM
Edited by pyrostock at 22:09, 08 Aug 2008.

Corrupt WoG Editor

Yes, I have the latest WoG Editor patch.  I placed no commanders on maps after hearing about that bug.  The WoG Editor has another nasty bug that will sometimes change one thing into another thing with a bug.  For example, it changed a resource into a Crown of Dragontooth which when clicked on brought up an error.  Fortunately, I simply reloaded the map from an earlier save.

Now the 2nd time this has happened it immediately crashed the map.  WoG Map Editor asked me if I wanted to save the map before exiting and I said no... but not only did it save the map, but it saved it over the old map file!  Now this corrupted map won't open in the editor or the game.

When trying to open it with the editor the following application error appears:

Exception EAccess Violation in module H3WMAPED.EXE at 00029E1B
Access Violation at address 00429E1B in module 'H3WMAPED.EXE'  Read of address 00000000.


When trying to play the map the following errors appear before it loads:

Could not load mask file for ! -Type:"Nothing"

Resource Manager: GetSprite could not find the "sprite" resource ""

Invalid Object Referenced x:4 y:93 z:0 -Type:"Nothing"


I have a HexEditor to try to correct this, but the above information didn't match up with any of the data the HexEditor displayed.  Any suggestions? I'm just trying to delete whatever is at x:4 y:93 z:0 for right now.  If someone knows they can fix it I can email the file.

I recommend anyone to back up their maps if they attempt to use this WOG Editor.
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Danielos
Danielos


Hired Hero
posted November 07, 2008 08:27 PM

I have been working on a Heroes 3 map from time to time since Spring 2000. I feel like it would be nice to get some feedback from other players. Where can I find playtesters for my map and where can I upload it?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted November 07, 2008 08:43 PM

Do you relaly need to quote 2-pages long post?

Quote:
I'm interested in map design but I don't get how monolith-two-ways are connected. How do you determine what two gates are a pair?


All monoliths of the same type are linked to each other and will teleport you randomly. They  are not customizable like in H5, but look better for sure

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 07, 2008 09:42 PM
Edited by Salamandre at 21:45, 07 Nov 2008.

Quote:
They  are not customizable like in H5, but look better for sure


I don't know about the look, but they are fully customizable (we are in WoG section, aren't we?). You can give them any form or layout and script precisely where they will teleport, delete/create them, and also close and open them at your wish. From 16 possible teleporters (editor)  you can create in this way an infinite number and possible locations.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted November 08, 2008 03:08 AM
Edited by Vlaad at 20:25, 08 Nov 2008.

Once I toyed with placing portals of the same kind and, if I remember well, something went wrong; I think Fnord suggested the game creates a sort of grid or something while the map is being created/loaded, and you cannot change the grid. I might be wrong, of course... It would be cool if somebody had the time to play a bit with those.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 08, 2008 11:31 AM
Edited by Salamandre at 12:13, 08 Nov 2008.

I don't know what you mean with the grid, but my problem with portals were that I wanted to create them during the game play. But the game memorize the structures when loading for the first time then any portal created not in first day was disabled. I overcomed this problem by creating them the first day, change their properties on the second day (eg: cover of darkness)through a event trigger then re-enabled them later one by one. Same for boost structures (ex. an arena created later than day one will always show as "visited").

So, in reality they can't be "closed" literally but changed to something else and reverse the processus later. If you disable an exit, it will still work.



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