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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 HC custom maps
Thread: Heroes 6 HC custom maps This thread is 7 pages long: 1 2 3 4 5 6 7 · NEXT»
Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 17, 2011 05:25 PM
Edited by Nocturnal at 15:17, 01 Dec 2011.

Heroes 6 HC custom maps

As the map editor is released with the game, we will start having nice custom maps from HC members in time, and this tread is to have them all in one place. I'll add each to the original post and organise them. It would be enough for the map creators to post here their maps, with the stories of the maps if there is, how many players there are in the map, the map's size and the objective. I'll stock them all in my PC in case the links go broken, etc. Let the H6 fun begin
-----------------------------------------------------------------

Here is the first map created:

Creator:
BlueCamel

For 2 players.

The map:
Hall Of Raiders

Notes:

- Resources tuned for fast-paced opening on Normal Difficulty
- Player-controlled neutrals
- Middle (reachable by portal) provides easiest access to crystals, but beware of your opponent!
- Not actually an "Extra Large" map (192x32)
- Towns start with Hall of Heroes (tavern) and Marketplace
- Artifact Merchants and Town Portals are disabled
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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted October 17, 2011 09:35 PM

I've taken a look at the H6 map editor. Well, maybe I'll return to mapmaking? After a break for H5 (which I don't like too much) the sixth incarnation of Heroes look promising to a cartographer.

Placing objects, terrain painting etc seem all quite intuitive in the editor. But - sigh! - I can't find a way to highlight an already placed object to either move it or edit its properties. Anyone?
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 12:08 AM
Edited by bluecamel at 00:09, 18 Oct 2011.

The way this editor does some things is strange..
To select things or "entities" you go to the tab on the right that looks like a mouse pointer. The first dropdown menu is -Unit Selection, then right under that there is an actual pointer icon to the left of "select buildings" that you can click. Once you have that button pushed in you can left-click an entity. At this point you can either move it up and down or side to side. If you right click the entity after selecting it you will get its properties.

I posted the following in another thread, maybe someone can help me out? :
Quote:

Having some difficulty figuring out how to make the map work correctly. When I start a "skirmish" (maps that came w/ the game) it takes you to a screen where you can select difficulty, color, town type, etc. etc.
When I make a "scenario" and try to play it the game skips this screen altogether and just throws me into the game after asking me which dynasty item I want to use. Went to map properties and played around w/ that a little w/ no luck. Feel like I'm missing something obvious

Cheers



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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 18, 2011 02:37 AM

@ bluecamel: You can find them all in properties under the scenario map. You will be able to change a player's options once you make a town for that player color. Not selecting a player color in the general bar will result in creating things for the neutral.
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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 07:56 AM

Thanks Nocturnal. I had previously gone to "map properties" instead of just "properties".

Have a good grip on the basics now. Should take a while to completely master everything (you can even make your own cutscenes? crazy)

j/w is the mini-map in the map editor not working for anyone else? For me it is just a blank grey box regardless of what I do. Tried untoggling/retoggling it to fix it. Scrolling around is not a big deal but mini-map would be faster if map is big.

Really wish you could re-bind stuff (mainly just need to rebind 'pan').. pressing down on mouse-wheel is a pain. Anyone know if there is a way to manually re-bind stuff via editing a file or some shyte?

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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted October 18, 2011 10:24 AM

Thanks for the info. It appeared that the checkbook below the pointer button should be unchecked to let things work.

The editor is weird, yes, but not much worse (and perhaps even better than the one for H5). Not to mention the &%$^&%$ program I have to use in my professional activities. It takes time to get used to it but I'll give it a chance.
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 12:36 PM
Edited by bluecamel at 12:39, 18 Oct 2011.

new question!

Started making a small map so I could quickly test out builds/etc. since a lot of the built-in maps are really terrible for that.

Strange thing happens when I play the map.
If I have placed a "random monster" on the map in editor (with neutral selected on the top bar so that the monster created is indeed neutral and not a player's), without messing w/ the monster or anything, in-game I cannot even click on that creature, and if I attack it - it will say they have retreated (with the creature type showing but no creatures actually in the army).
I chalked that up to the random # function not working on the monster.
So if I attack any random monster where I have manually set the army strength, things go a -little- better. I can right click on that monster in-game and all is normal (can see that it's "lots of praetorians" or w/e). If I attack the monster it gives me the option to attack or retreat.. again, all is normal. Once I click attack, the game fades to black like it's about to go to combat screen.. and then comes back to the adventure map with the creature still there as if nothing has happened! In the log it says "Draw"  lol.
Same problem happens if I put a specific monster on the map instead of random. If I specify the stack size it will do the "draw" thing, if I don't then the creature won't even be clickable.

Tried a number of things (making sure monster was aligned to grid, neutral, etc.) w/ no luck. Hopefully I am missing something obvious again and it's not a bug.

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KingImp
KingImp


Famous Hero
posted October 18, 2011 01:56 PM
Edited by KingImp at 13:56, 18 Oct 2011.

I admit that I haven't delved much into the editor as it completely confused me, but I did look through the list of units.

Unless I just missed them, where are the bosses? I thought it was confirmed that we could place them on the map if we wanted, but I can't find them anywhere.

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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted October 18, 2011 02:45 PM

Quote:
Once I click attack, the game fades to black like it's about to go to combat screen.. and then comes back to the adventure map with the creature still there as if nothing has happened! In the log it says "Draw"  lol.


It seems to me that a battlefield type should be specified somewhere.
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 08:12 PM
Edited by bluecamel at 20:18, 18 Oct 2011.

That would make sense. But I see no option for it in monster properties. If you look at the properties for something like an arena or ruins, there is such an option there. Has anyone else had luck making monsters work?

edit - just tried attacking an unedited ruins (didn't specify battlefield in properties) and combat worked fine. So that means it's something to do w/ the monster properties but can't figure out what

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Anna
Anna


Adventuring Hero
Dazzling Light Incarnation
posted October 18, 2011 08:35 PM

Guys, just reading your posts makes me avoid the editor. Would enjoy playing on custom maps though

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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 08:56 PM

Yeah, hopefully it's just me being stupid and other people are having no problems The editor, while a tad clunky, seems like it has great potential. Almost everything is customizable to a higher degree than in previous HoMMs.

One thing that annoys me is they seem to have gotten rid of garrisons and border guards, 2 things that were previously very useful in making unique situations. I think some of it is reproducible w/ scripts but it could be a pain.

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paylot
paylot

Tavern Dweller
posted October 18, 2011 10:25 PM

Same problem here. When i try to attack neutral monster on a map i created it just automatically ends in tie. I spent hours and hours trying to figure it out, making scripts etc. but nothing so far (((

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KingImp
KingImp


Famous Hero
posted October 18, 2011 10:27 PM

Yup, user friendly.  

I guess user friendly to them means expert map makers.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 18, 2011 10:35 PM

Have you changed your team color while putting the monsters in the map?
Or trying both Idle and Idle Bridge versions of the unit?
Changing the game mode to custom, as its default is melee?
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bluecamel
bluecamel


Adventuring Hero
posted October 18, 2011 11:12 PM
Edited by Cepheus at 13:00, 24 Oct 2011.

yes,

there is only 1 version of random monster, no idle bridge as w/ some other things, (altho i tried idle bridge version of a vestal just to be sure and it didn't work either)

tried all game modes.

Is this feature of the editor broken? Can anyone confirm that they can get a creature to work in a map they have made? Could still have the player get attacked via triggers but it's not the same

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themarsh
themarsh

Tavern Dweller
posted October 19, 2011 02:11 AM
Edited by themarsh at 02:15, 19 Oct 2011.

Combat map painting

You need to paint the area under your random monster with the 'Combat map painting' You only need to paint the one tile, invisible paint so it won't show up in game. Also set your creature count to custom and set a min and max army power.

Any body know how to get a hero to walk across a bridge?
____________
I just don't think you can stop
a Demon invasion without
Sprites, and Unicorns.

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bluecamel
bluecamel


Adventuring Hero
posted October 19, 2011 02:21 AM
Edited by bluecamel at 02:35, 19 Oct 2011.

Thanks for the tip, I'll try it out soon. Crazy that you have to do that, and not intuitive at all, but that's why there are people smarter than me

Haven't messed w/ bridges yet so can't help w/ your question. Then again, maybe the answer is the same answer as above Paint a certain invisible tile underneath bridge.  lol

Thx for relieving a headache

edit - when i was messing around earlier trying to figure it out, I attacked an enemy hero and that also didn't work. I wonder if I just have to paint a tile of combat paint under heroes' starting positions or if you just have to paint the entire map w/ it lol. Might actually save time to do whole map if it can be done invisibly as you say.. then you don't have to worry about it when you add new monsters.

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themarsh
themarsh

Tavern Dweller
posted October 19, 2011 03:13 AM

Yeah looks like the whole playable area needs combat paint. Lots to pick from, an easy way to get the best combat area for the map area.
____________
I just don't think you can stop
a Demon invasion without
Sprites, and Unicorns.

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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted October 19, 2011 09:34 AM

Quote:
Yeah looks like the whole playable area needs combat paint. Lots to pick from,


It requires some work but it does make sense!
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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