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Thread: Noob with a Homemade Map. | |
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Draginfut
Tavern Dweller
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posted October 15, 2005 07:35 PM |
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Noob with 1st Map HOMM IV
Hello everyone. I still trying to figure this place out.
I'll post more info on me in an intro thread soon, but I am an experienced DM (29years) and I have just gotten my first Heroes Map to a point where I think it is ready to be playtested by others.
It's a Heroes IV map. I found Heroes III way to addictive and I had to go with something less intense. Now about my map, it's large, took weeks to make. The jungles and forests were particularly time intensive. It is a six sided game, with five imprisoned heroes, unless I lost one somewhere, numerous quests, a smattering of formidable neutral armies, imprisoned champions who could greatly benefit or harm your cause, it has two huge forests, one jungle, a large desert and numerous cool swamps. It is sprinkled with hard to spot treasure, artifacts, and creatures.
I'd really appreciate it if someone would help me playtest it and get to a point where it is close to being balanced and fair. Interested?
email me at erogers16@comcast.net for a map copy.
If you want more
Order (Tower) has the smallest number of towns and the most starting magic. It is aimed at being a fast starter and developing a bone crushing mage early.
Life (castle) begins with the most wealth, and largest army. The downside is a relatively small population and not much help on pumping up your hero.
Nature begins with control of one Might town. It begins the game isolated which is good because it will take some time to develop. It has a moderate amount of everything.
Might begins with a level 5 hero, poor fortless towns and a huge potential population. Think Barbarian hordes. It is however surrounded by enimies and resource poor. I can still beat the computer with it.
Chaos begins scattered to hell and gone, but it has the easiest access to the vast and rich underground. Just where to find those riches, it's a big place. Chaos can probably count on not being molested by other players for a while.
Death has a nearly impregnable starting postion but will find gaining the offensive difficult.
Again if you would be interested in helping me out, I'll email you the map. My email address is erogers16@comcast.net
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pitsu
Adventuring Hero
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posted October 19, 2005 08:34 PM |
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Draginfut
Tavern Dweller
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posted October 20, 2005 05:20 PM |
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I've been losing valuable time play testing it myself lately. I think now I was a bit over eager. Not quite ready for public testing. That will take me about two more weeks at my current obsessed rate. Large size only weeks to make?, two things, I am unemployed and tend to spend way to much time with this game. This has been a learning experience and I look forward to making an even better map on my second try. This one has to many dwellings. That gets to be annoying after a bit. Next time I will also up the gold and cut other resources to reduce time wasted at the market. I do like what I have done with each side being availibel and facing a different set of difficulties.
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Draginfut
Tavern Dweller
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posted November 25, 2005 11:13 PM |
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Currently exhuasted, I worked at a well known 24 hour convenience store all night last night. word of advice, void anything to do with the public this time of year, build your life around avoiding that.
However, I have also been steadily working on my map. Don't know now if there will be another. It's a lot of work.
Been play testing, and testing and rewriting script and adding a few more landscape objects. It is a much better map now, that some of my cool play balance ideas actually work. I'd say it's still not ready for release, but I do think it is at beta or above quality now. I need some volunteers to test it.
Some day when all is done, I'd really like to see six humans play it. Seems like an impossible dream but now I realize that would be a very cool and interesting contest.
about the map.
Six sides, large above and below ground. Underground seems larger cause it's harder to get around.
ONLY for the still curious. (my mini summary)Lost Heroes
Might (red) starts with a significant hero. Big population, scarce resources, would be very challenging against human opposition. It's tough enough versus the dumb game. If all goies well, you will end up leading large armies. This side has a second chance script, that could help a player who gets ganged up on or overwhelmed early bounce back. This side has no lost hero to be rescued but suffers less than others when an opposing hero is rescued. Just don't let anybody rescue the death hero.
Nature Might Combo (Blue) Initially isolated, you can probably count on 3 weeks of peace to get your act together. This is my moderate side, not crippled in any way, nor blessed in much of any way. Resources are tight to begin with. This side also has a second chance script. It's easier to trigger than red's and I have verified that it works. You probably won't win if you are forced to take the second chance, but you might be able to do more harm to the one who brought you down.
This side's Lost hero is the easiest to find and could most easliy be rescued by Castle or Order. That would be stupid of them. There are items that tempt them into weakening the defenses around your hero.
Death (Green) You start from a position that is virtually unassailable. The bad news is that you are firmly confined. It is going to take some doing to break out and trouble the world. If you could rescue your hero, you will quickly dominate. If someone else rescues him everyone else will be sorry and if my script works, you will always have a chance at a comeback victory.
Chaos (Orange) You start scattered and weak. But you would be almost impossible to eliminate early. You have full access to the rich and dangerous underground. Things will get a lot better for you, if you can get a hero to the city of Forgotten Lust. You also need to locate one of your towns. I designed this side to have numerous paths to victory and to be able to absorb hard knocks along the way. Rescuing your lost hero won't be as difficult has finding her.
Castle (Purple) You start as the faction poorest in magic, but the most ready for war. It won't be easy to convert your early advantages to victory. You will need to be efficent and ruthless and watch out for Order. Your lost hero kicks much ass. He will be very difficult to rescue.
Order (Teal) The faction with the fewest starting towns, and fewest number of towns over all. You begin rich in magic and you will find it easy to build a dangerous hero early. If any faction has an advantage, this one does, but they start with so much less in many ways that a lot could go wrong. You better take someone out early to survive. I tried to pattern your lost hero after the Heroes III Solmyr. I called him the Windlord, good luck finding him. He's be hard to find if you cheated.
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted November 26, 2005 09:49 AM |
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I am glad you didn't give up! Here's hoping my suggestions were helpful... Needless to say, I would love to test your map (again! ), even review it when you feel it's ready for the public release.
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Draginfut
Tavern Dweller
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posted November 26, 2005 08:48 PM |
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Yes you were a tremendous help. I learned a lot from the attachments you sent me.
I still haven't upgraded from 1.0 yet, but I will soon. The problem is now I am very busy and my experience with the D2 patches has made me afraid to upgrade. Groundless fears probably. It is just that now any spare time I have is taken up with either my D&D campaign or working on my map. I want to finish this thing and that means work. Not much left to be done at this point, but it will still requires a lot of effort.
That's why I posted again. It's time to get some more feedback and inspiration. I would not be as far along as I am now without your help. I emailed you the map.
BTW anyone else who wants to help, my email is erogers16@comcast.net
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