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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Editor Wish-list?
Thread: Editor Wish-list? This thread is 2 pages long: 1 2 · NEXT»
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 18, 2010 04:54 PM
Edited by markkur at 19:46, 29 Sep 2010.

Editor Wish-list?

To Anyone:

Post "Wishes"...those old/new ideas here, concerning the Map Editor coming our way in HoMM6. I am pretending it matters and is of critical importance...maybe it is.

Note: I've already been informed H4 has a lot of this , that I knew not. But hey! "mindsprinkling" anyone? I had to give up "brain-storming"...the lightning was affecting my eyesight.


Map Editor Ideas:

Overall

Map Property Tabs

1. Timed events
a.   Scenario Event (info, gifts, deductions)
b.   Castle Event (buildings, destruction, troops added, goal met - i.e. ‘grail‘, or say  ‘make Angels‘ and how about ‘survive‘)
c.   Hero event (level=up/down, skill/knowledge, ability/trait, +/- luck/moral, troops added, survive till? Level reached, something learned, place/region visited)
d.   A.I Player event (become ally, become enemy, retire) (Hmmm…neutral A.I. players?)
2. Hero level
3. Rumors a. in taverns b. in castles c. start of week(this could be fun w/ running dialogue)
4. Teams
5. Available Heroes
6. A.I. Difficulty (Noob, Normal, Hard, Merlin)
7. Banned races or monsters (in random placement mode)
8. Pictures (Pwl while loading. thumbnails (3 or 4) at map select), all taken from ‘screenshots'...in correct format
9. Fog of War (Y or N)
10. Map Events (just like Heroes ME III) but more. Hex selected and many things can occur,
a. this is great for plain old ‘text’ dialogue but how about a custom sound-file plays(lots of possibility there with speech, effects or music/themes).
b. All of the “timed hero events here too, but now ‘location-triggered’ not ‘timed-triggered’.
c. you could also toss in all of the castle events for the same purpose, ‘making it somewhere with a hero. I. e. “A hero makes it to ‘the Bridge’ and a level 6 creature dwelling is made at main castle or all identified player/# castles etc. or allies castle…whatever.
d. A.I. player stance change. Becomes ally or enemy…or even retires.
11. Scenario Victory conditions (just like III) not some complex stuff but simple pick on main tab.
12. Scenario Loss conditions (just like III)

Other things:
*I liked there being something that could be visited that made that region dark again to enemies.
* Again HoMMIII had it right w/ border guards. Keep the colored ones but (all the other triggers to passage) like ‘player’, ‘color ‘ and ‘hero’ specifics. Also ‘level of Hero’ or ‘has artifact’ triggered. Again all from the Map’s-Main-Scenario-Tab.
*Having a slew of One and two-portals with different colors and styles is just way easier than trying to keep numbers straight. Far more on really large complex maps. Have the number sets as an optional type for use only if you run out of the pre-mades.
* In HoMMIII having Town-Portal mean ‘any town’ instead of the present ‘nearest town’ was overkill most of the time but it could still be available to a map-maker as an option he/she selects it for use. Why not have it included, if the map was made that made it necessary to win? (imo) Should be an option.
* I sure would like to see Allies be ‘true allies’ in that I can go into their castle and at least learn their spells. I would also like to give them resources. Both should be an option again. Should be in #4
*I would like as well to see the return of the Main heroes page where you can easily designate what hero can be hired by what faction. Should be in #5

I hope all of this has already been discussed and is in the works.

Note: (imho)The easier the Map Editor is to use, the more folks will get engaged with this game at a deeper level! It will never hurt sales of the game, it will boost them. I’ve bought every single game at initial release and even the follow-up ‘Complete-Sets’  to boot, whatever they are named. Many fans like my brother, are the very same with ‘Total War’ in their realm of Modding.

Edit=9/29

.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 04:09 PM
Edited by markkur at 18:30, 30 Sep 2010.

FYI

Edit 9/30= Saw this in another thread


http://heroescommunity.com/viewthread.php3?TID=24719&pagenumber=76null


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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted September 29, 2010 04:50 PM

Ah hey, I'll add a wish even if it's to be axed.

A data editor inside the map editor where we can modify creature stats, change model/skin files, edit towns and even create new raw content from scratch.
Like the Warcraft III or Starcraft II editors.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted September 29, 2010 05:26 PM

1) user-friendly interface (like H3 and H4)
2) drop-down menus for scripts (H4 style)
3) option to run the game and test the map while mapmaking
4) customized features do not affect other maps
5) option to fully customize random creatures and objects (mixed neutrals, "same type as..." etc)
6) blank objects that can be scripted (including artifacts)
7) neutral heroes
8) option to turn animations on and off
9) option to import custom graphics, at least for some features (e.g. hero portraits)
10) option to fully customize creatures (a pipe dream, I know)
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 06:20 PM
Edited by markkur at 18:34, 29 Sep 2010.

Quote:
Ah hey, I'll add a wish even if it's to be axed.

A data editor inside the map editor where we can modify creature stats, change model/skin files, edit towns and even create new raw content from scratch.
Like the Warcraft III or Starcraft II editors.



Mrdragon
Your first comment gave me a heckofabellylaugh.
I guess I'm officially an old dog now, I played the first warcraft in 95 but they've came a long ways eh. Are those editors user friendly? Say something akin to H3's ME?

RU presently making H5 maps? Sorry if your a world reknown master-map-moddest, Noob here.

Make a great day, Markkur
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 06:24 PM
Edited by markkur at 18:33, 30 Sep 2010.

Wish I could delete this


Hmmm. point-lights are awesome!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 06:32 PM

Quote:
Sorry, I don't understand the question.


Man your fast! I had to find my earlier post and thought I had time The link does not appear active? That normal?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted September 29, 2010 06:40 PM
Edited by Vlaad at 20:19, 29 Sep 2010.

A good post, although most of those features were included in the H4 editor (probably the best in the series).
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 06:51 PM

Quote:
You have to use the BB code to enable links: [url]your link[ /url].

Anyhow, a good post, although most of those features were included in the H4 editor (probably the best in the series).


I know nothing of H4, thanks for clueing me in, now I know not to beat a dead horse. I wondered at the lack of dialogue/interest.

One more Q.
Why did 'they' get away from so many of the user-friendly map-making tools of H3&H4 when they developed H5? Probably a silly ,Q but the result of making me 'study at Hero-Mit' to do simple things has made no sense to me.

Thanks in advance
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted September 29, 2010 07:04 PM

Because they were lazy. The H5 editor is very powerful, but created more for the devs than fans.
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 29, 2010 07:34 PM
Edited by markkur at 06:40, 30 Sep 2010.

Quote:
The H5 editor is very powerful, but created more for the devs than fans.


Agreed. It IS an awesome creating device. I'm kinda nutz, I enjoy the editor 'as much' as gameplay. Something about making a waterfall between these two mountains. I've been told we're supposed to be made in God's image (creating), well I guess I'm living proof, cause Man, the 'satisfaction' I get from making realms to roam. I've almost finished a Dragon-Map. It's limited cause I do not know scripting, so I'm just working the H3 map-thing like most others it seems. I've got something like 10 other maps in various stages...I'd been away awhile.

I hope they give us a lot of tools to use and explore w/ease. Surely they can see it would be good for the entire community of the game. Maybe it's just me (probably is) but if the ME did not exist and it was just gameplay and that's it? <imo> What would any gaming community be, after the game-release and some time elapsed?, = trouble shooting,spoiler and tip threads

Thanks again. I did make the link work and I will follow your advice in updating this thread. Edit= Hmmm, I need to get rid of the link

Take care
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Mike80D
Mike80D


Famous Hero
Map Maker
posted September 29, 2010 08:29 PM

Quote:
The H5 editor is very powerful, but created more for the devs than fans.


I was actually thinking about this on my way in to work this morning:  The Homm6 map editor will end up being friendlier to use and easier to learn than the Homm5 one, but I like how powerful the Homm5 one is.  

I've already created and published several Homm5 maps (mostly in a campaign style), and have one in the works that will end up having about 120+ custom objects/interactions in it.  I doubt that will be possible in the upcoming Homm6 map editor.  

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 30, 2010 07:04 AM

Quote:
I've already created and published several Homm5 maps (mostly in a campaign style), and have one in the works that will end up having about 120+ custom objects/interactions in it.  I doubt that will be possible in the upcoming Homm6 map editor.  


Now that you share that I've seen your name before on a map I think. Name a few you've shared. Did you make a map that started with some sort of fire-blast near you starting hero at first turn? I made a new map and it happened to my hero in it as well

Where did you first begin (in learning how-to) in working with the object-stuff?

Why do think H6s ME is going to be less powerful? What I am hoping is that the changes that are made to help in ease of map design, will not affect the ME overall. <i.e.> I would just like to see a lot of 'script commands' or 'object possiblities' at a click away in property folders and the simple to use tabs at initial map-starting.

A good example was last night. I have recently been trying to figure out 'colors' and point-lights' codes. I am finally there but man!, simplistic as it is, still a victory! It would have been nice and a lot easier to just have a crayola-box to choose from Right now, I am making a list of color formulas chart for a ref guide and will add as I discover. Came across an awesome silver(m/l) last night. Someone's probably already done this maybe dozen's of times but how would I know? So, making a list. Have you done the same with your work in objects?

Make it great
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 30, 2010 08:09 AM
Edited by Warmonger at 08:11, 30 Sep 2010.

Pandora box (H3)
Border guards, tents, gates (H3)
Seaside Ferry (H4)
Quest gates (h4)
Customizable teleports, whirpools, gates (H5)
Bridges (H4)

More control of game flow overall. It is main flaw in heroes V which doesn't allow building nice singleplayer scenarios without extensive scripting.

Drop-down quest builder (H4) with option to edit script manually (H5)

Explicit mod support, clearer than in Heroes V editor.
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 30, 2010 05:43 PM

Quote:
Pandora box (H3)
1. Border guards, tents, gates (H3)
2. Seaside Ferry (H4)
3. Quest gates (h4)
4. Customizable teleports, whirpools, gates (H5)
5. Bridges (H4).


#1 Tents?
#2 That's cool. As in the river Styx?
#3 Agreed in a mighty way. Part of my post too.
#4 What would you do?
#5 What did H4 bring to them?

Quote:
More control of game flow overall. It is main flaw in heroes V which doesn't allow building nice singleplayer scenarios without extensive scripting.

Drop-down quest builder (H4) with option to edit script manually (H5)

Explicit mod support, clearer than in Heroes V editor.


Good post! That "game flow" is critical. That's why I made it a big ticket under the banner from H3ME..."Events'.  Let's hope the Devs will merge the 'best from the past' along with some fine new-innovations.


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gibblets
gibblets


Adventuring Hero
Spontaneously Coherent Typist
posted October 01, 2010 02:51 AM

Just a small addition to all the ideas so far, an undo button would do my mind wonders. Hopefully it'll have a memory of your last 15 changes. Some of those arena objects like moats are a real pain in the a$$ to select when they're in dense maps.

I as well like the raw power of the HoMM5 editor. Even though it's sometimes like wrestling an octopus, the sheer variety of things you can manipulate in new ways (for me at least) almost makes up for it.  

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Mike80D
Mike80D


Famous Hero
Map Maker
posted October 01, 2010 01:14 PM

Quote:
Quote:
I've already created and published several Homm5 maps (mostly in a campaign style), and have one in the works that will end up having about 120+ custom objects/interactions in it.  I doubt that will be possible in the upcoming Homm6 map editor.  


Now that you share that I've seen your name before on a map I think. Name a few you've shared. Did you make a map that started with some sort of fire-blast near you starting hero at first turn? I made a new map and it happened to my hero in it as well

Where did you first begin (in learning how-to) in working with the object-stuff?

Why do think H6s ME is going to be less powerful? What I am hoping is that the changes that are made to help in ease of map design, will not affect the ME overall. <i.e.> I would just like to see a lot of 'script commands' or 'object possiblities' at a click away in property folders and the simple to use tabs at initial map-starting.

A good example was last night. I have recently been trying to figure out 'colors' and point-lights' codes. I am finally there but man!, simplistic as it is, still a victory! It would have been nice and a lot easier to just have a crayola-box to choose from Right now, I am making a list of color formulas chart for a ref guide and will add as I discover. Came across an awesome silver(m/l) last night. Someone's probably already done this maybe dozen's of times but how would I know? So, making a list. Have you done the same with your work in objects?

Make it great


Hi Makkur.  I've published about 3-4 unique maps, but the best one (so far, I still have one near done) is probably Sanguinary Ascension:

http://www.maps4heroes.com/forum/opinions.php?map_id=588&game=5

None of my maps have had a fire-blast in the starting area, but I like to make a controlled map that is more of a single-player campaign style.  This way I can time it, put in a lot of neat features, a good storyline, and make it difficult for good players.  If you're good at HOMM I recommend you try the above linked map on "hard".

I don't think the H6 map editor will be as powerful b/c in the Homm5 editor you have access to pretty much EVERYTHING.  I can't imagine that the developer will want you to change how things look (example:  make a two-way portal look like a mage, etc).  It is little things like this that can go a long way in customizing how a map feels and behaves.  Also, H6 will essentially be 2d, so you can't be as creative.  

Point lighting is definitely a neat addition, and something I hope they keep in the H6 map editor.  It's especially useful in a dark underground

Don't forget you can always change the "z" aspect of the point lighting.  The taller the building the higher the z-# that you want.  

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Mike80D
Mike80D


Famous Hero
Map Maker
posted October 01, 2010 01:20 PM

Quote:
Ah hey, I'll add a wish even if it's to be axed.

A data editor inside the map editor where we can modify creature stats, change model/skin files, edit towns and even create new raw content from scratch.
Like the Warcraft III or Starcraft II editors.


I VEHEMENTLY agree with this lol.  Being able to change creature skins & stats (as well as their growth rate in the castle) seems like something simple they could add into the H6 editor, but it would allow us to create all sorts of awesome scenarios.  Here is just one example:  Double the Damage of a black dragon, but paint it gold, change the name, and reduce the growth rate in half.  

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 01, 2010 03:42 PM

Quote:
Just a small addition to all the ideas so far, an undo button would do my mind wonders. Hopefully it'll have a memory of your last 15 changes. Some of those arena objects like moats are a real pain in the a$$ to select when they're in dense maps.



Not very small at all...rather LARGE actually. Had not thought about it at all but just last night I DID, by looking for the 'undo-button".
Fine idea and needed, if I consider the time-invested in messing with codes. Even my beginner stuff.

Thanks, Markkur
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 01, 2010 04:18 PM
Edited by markkur at 16:29, 01 Oct 2010.

Mike80D

Quote:

Hi Makkur.  I've published about 3-4 unique maps, but the best one (so far, I still have one near done) is probably Sanguinary Ascension:

http://www.maps4heroes.com/forum/opinions.php?map_id=588&game=5



I've seen it and not played it. When I get back to warfare, I'll give it a go. I did see that it was highly rated and that's saying something since many will not rate maps at all, it appears. Too bad, may be that way for a good reason, 'not wanting to offend'


Quote:
but I like to make a controlled map that is more of a single-player campaign style.  This way I can time it, put in a lot of neat features, a good storyline, and make it difficult for good players.  If you're good at HOMM I recommend you try the above linked map on "hard".


We share your above interest/purpose. I did not take the time to learn 'campaign-making ' in H3, even making hundreds of maps. Not sure why really. Seems like it was too iffy/hocus? Would like to in H5/6 but I've not even looked at it. The single map gives you many facets of the campaign, as you stated. As much as I have yet to learn, I'll probably never do campaigns, unless they make it easier in H6.

Quote:
I don't think the H6 map editor will be as powerful b/c in the Homm5 editor you have access to pretty much EVERYTHING.  I can't imagine that the developer will want you to change how things look (example:  make a two-way portal look like a mage, etc).  It is little things like this that can go a long way in customizing how a map feels and behaves.  Also, H6 will essentially be 2d, so you can't be as creative.


Those are very good points. I forgot about the 2D bit.<dazed>  

Quote:
Point lighting is definitely a neat addition, and something I hope they keep in the H6 map editor.  It's especially useful in a dark underground


Now you tell me! But I had so much fun scrolling down that long list of incomplete (viewable) file names and hitting reload. And of course could not anything very dark until learning 'point-lights', which was only last week.<grimmace&groan>

Quote:
Don't forget you can always change the "z" aspect of the point lighting.  The taller the building the higher the z-# that you want.


Thank you. Just saw that too. I saw a -3 value at Z and it did appear to add a sinking light? Or was that an old-*-flashback? Just for your grins, I'll share this about my map-making;

I would place "countless crystals" all over the dungeon trying to duplicate the lower-colors I saw on other maps. I even put them on terrain to no gain Then I Thought; "Must be the Mushrooms!"
I never dreamed I had to 'adjust A crystal' or I could do something with A 'building'. Sure is a heck of a lot easier. Thanks for the tips! fellow mapmage.

Make it great!
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