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Heroes Community > Tournament of Honor > Thread: -------> New Map:: Genesis <----------
Thread: -------> New Map:: Genesis <---------- This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
Jinxer
Jinxer


Legendary Hero
*****
posted August 14, 2008 01:08 AM

I always appreciate ALL comments about map... and yes I know about the resource pile in the desert... and yes I know about the warrior tomb guy... thanks for pointing it out tho.. those 2 things are on the list to be fixed in the next update which will happen within the week.

Also I will take a look at the strength of the garrisons... I have noticed that the most used path is the northern pass... so I am going to make the other pass more attractive also...

Thanks for all the input!
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Jinxer
Jinxer


Legendary Hero
*****
posted August 14, 2008 02:34 AM

okay... working on the update changes right now for version 1.0  .. Here is what I got so far.

- Re-enabled guild 5 in 2ndary towns
- Prebuilt Fort in 2nd town ( so that it shows you Cit and Castle are disabled)
- Fixed unreachable resource in desert
- Fixed unreachable creature by warriors tomb
- Think I fixed the caravan blockages.. but cant promise
- Made Pheonix Garrison Stronger & the Angel Garrison Stronger.
- Added another relic to underground passage to make it more appealing.
- Added another hut of magi to see the relics in underground by the garrison..
- Added Memory Mentor in CENTER of the water on map.. must break the water cyclops garrison and take the whirlpool to middle of map to have access to it tho.. But if emergency arises and you NEED it.. its available.


*** Please post any other ideas or suggestions of things to consider...Cant promise I will use them.. but always willing to listen... I will wait and post the new version is couple days.  

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 14, 2008 11:12 AM

and ofc you could add an watercyclops dwelling...  
(but again it must be hard to reach)  in that way ppl could try it out if they like?
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Elit
Elit


Famous Hero
posted August 14, 2008 12:44 PM

Will be good if Memory Mentor is "guarded" from 40k gold pile
Keep good job Jinxer/Fiur.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 14, 2008 03:42 PM

I am beginning to think that boots of swift journey are too big a boon in this map. Let's face it, logistics are a given so in extension warpath and those two are deadly. What is the point of playing a game perfectly to find that the opponent has let's say 5+ levels on you with more artifacts? One more garrison with the riches it contains can make all the difference.
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Map also hosted on Moddb

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Jinxer
Jinxer


Legendary Hero
*****
posted August 14, 2008 04:32 PM

hmm.. good point.. I wonder how much of a penalty it will give by not having the boots.. most of the map has roads anyways..

Good suggestion Elvin.. I would like to hear others input on the concept of removing the boots. Or maybe putting them somewhere on the map that you would have to go earn them...  thoughts?
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Kispagat
Kispagat


Famous Hero
posted August 14, 2008 07:01 PM

Quote:
hmm.. good point.. I wonder how much of a penalty it will give by not having the boots.. most of the map has roads anyways..

Good suggestion Elvin.. I would like to hear others input on the concept of removing the boots. Or maybe putting them somewhere on the map that you would have to go earn them...  thoughts?


If I understand Elvin and u correctly, there is missunderstanding. Boots of swift journey is another boot. By default you get boots of open road.

I would not suggest to take away boots of open road, certainly needed to counter warpathing.

Generally I would be careful to lengthen gameplay with removing boots (either), cuz on week 6 no chance for necro. Necro needs to fight on week 5, otherwise game over.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 14, 2008 07:11 PM

No of course boots of the open road are good to have and I certainly would not like to see the game get slower. I was talking about those of swift journey that give a great advantage to the lucky guy that gets them whether he has a rushing faction or not.
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Kispagat
Kispagat


Famous Hero
posted August 14, 2008 07:25 PM

Quote:
No of course boots of the open road are good to have and I certainly would not like to see the game get slower. I was talking about those of swift journey that give a great advantage to the lucky guy that gets them whether he has a rushing faction or not.


Hm, I had two games on genesis, where I was the lucky one having both boots. I was quite fast.

Btw: I have not met the following artifacts, and I dont know if they banned or not:

- staff of Sar-Issus
- Death Cloak
- Staff of the underworld
- Ring of speed

Please Jinxer, let me know if I have (or my opponent has) a chance to find it or not.



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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 14, 2008 07:35 PM

well  I can try to answer  (I hope  Jinxer not gonna kill me for this)  

artifacts that are disabled:

Mask of Equity
Magic Scroll of....
Boots of the Open Road (on the map)...
Pendant of Mastery
Ring of Speed
Rune of Flames
Shackles of the Last Man (on the map)....
Staff of the Netherworld
Tome of Light Magic (on the map)
Wand of....


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Kispagat
Kispagat


Famous Hero
posted August 14, 2008 07:38 PM

Quote:
well  I can try to answer  (I hope  Jinxer not gonna kill me for this)  

artifacts that are disabled:

Mask of Equity
Magic Scroll of....
Boots of the Open Road (on the map)...
Pendant of Mastery
Ring of Speed
Rune of Flames
Shackles of the Last Man (on the map)....
Staff of the Netherworld
Tome of Light Magic (on the map)
Wand of....




Thanks. Very important that Staff of Sar Issus may show up. Btw this means that you cant have necro set.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 14, 2008 08:08 PM

Quote:

Thanks. Very important that Staff of Sar Issus may show up. Btw this means that you cant have necro set.


yes and that is a real shame  
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Jinxer
Jinxer


Legendary Hero
*****
posted August 14, 2008 09:40 PM
Edited by Jinxer at 21:48, 14 Aug 2008.

Must sacrifice somethings in the name of a balanced game... Maybe who ever makes Heroes 6 wont be drunk when doing so... like the current design team musta been.


For example if they woulda made 2 staffs for the +20% and - 20% that way you can only wear one of them.. Woulda been alot smarter and then coulda left them on map.. but the mere fact that it would be possible for 1 player to have BOTH and other player NONE.. makes it far to silly to leave it to chance.


And yes I can ban the boots of swift journy... but I was always confused.. if you wear those and take the other ones off? Does it not defeat the purpose.. you lose any bonus you gain etc... or is there some stupid thing where if you start turn with all terrian boots you can take them off and still recieve there bonus or something?  Otherwise someone needs to explain to me how it helps to suffer 50% terrain penalty to get a 25% boost in movement etc

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 14, 2008 09:44 PM

Then why don't you ban just the Ring of Speed and let the Staff available?
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Jinxer
Jinxer


Legendary Hero
*****
posted August 14, 2008 09:50 PM

thats simple!  Cause then there is NO counter to the staff. Imagine Sylvan with the staff?? And no ring to help. They either need to BOTH be on... or BOTH off.. thats the most balanced way.
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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 14, 2008 10:27 PM

Quote:
thats simple!  Cause then there is NO counter to the staff. Imagine Sylvan with the staff?? And no ring to help. They either need to BOTH be on... or BOTH off.. thats the most balanced way.


well is't easy to make an mod for that so that ring of speed must be carried in your hand

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 14, 2008 10:38 PM

Quote:
thats simple!  Cause then there is NO counter to the staff. Imagine Sylvan with the staff?? And no ring to help. They either need to BOTH be on... or BOTH off.. thats the most balanced way.
What about countering the Staff with the Staff itself?

I mean, there really is no difference in "countering" when having both Ring and Staff available or having only the Staff/Ring or modding as Fiur said (both in the same slot).

Having both the Ring and Staff doesn't make it more "counter-able", because you can counter Ring with Staff (or vice-versa), but also you have to counter Ring+Staff with Ring+Staff. Having only Staff makes it counter-able with the Staff. The only difference is that the second one is a little "better" because there won't be a situation like one player having Ring+Staff and the other none at all...

But of course, the best balance is when both are out, as you said, so that there won't be cases when one player has an advantage... but isn't that the point of random artifacts?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 14, 2008 10:57 PM

I think that just starting with the journey boots from previous day gives you the extra movement while the others you must have equipped to reduce the terrain penalty. The usual penalty for terrain is 25%(except sand that has 50%) and the journey boots give +25% but if the above is true you can make use of both - I'll check at earliest opportunity. Also since warpath is an optimum choice you already eliminate half of the terrain penalty through pathfinding.
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Map also hosted on Moddb

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 14, 2008 11:14 PM

here is what I had in mind... also move the placement of where to place the tome of... (light/Dark/Des. and Summ. magic) ??


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 15, 2008 12:19 AM

Now THAT would be nice. Of course it would open the option to also have 2 rings of celerity but that's not really a usual case. As for the tomes I'd vastly prefer it to what he have now
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