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Thread: Heroes 5 Maps Submission/Review Thread | This thread is pages long: 1 10 ... 13 14 15 16 17 ... 20 28 · «PREV / NEXT» |
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Elit
Famous Hero
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posted May 13, 2007 03:26 PM |
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more dissabled heroes less option-->less fun-->less ppl will play it-->you waste your time to make map for noting
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insatiable
Supreme Hero
Ultimate N00bidity
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posted May 14, 2007 03:51 PM |
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dont be a hypocrit elit
im sure you pick same town - same hero all your games
also, if you notice, some get disabled and some ENabled, so average available heroes per town still remain 7-9
I just propose another variety, for this certain map.
THREAD CLOSED ._
[in a matter of speaking...]
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insatiable
Supreme Hero
Ultimate N00bidity
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posted May 14, 2007 06:42 PM |
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NEW MAP
OverTheHillsAndFarAway_1.0
This one turned out to be quite an epic. Idea was, to produce a gameplay with a tough start, which forces you into making choices cause you cant just build all and kill all, but as game continues to get richer and richer, leaving player with a question: is time and mony enough to build and buy all I have in mind? In short, it is a long game(~ +1-2h than usual) but hopefully not boring because gameplay doesn’t get repetituous. This was main target when making map and having played it to end, with Sir Gauvain, was glad to see that we both weren’t bored.
Map was made to be played and be enjoyed at least once. As an author, this is my goal. You don’t see a good movie 10 times, you may, but this is not director’s ambition.
First 10 days, or more, seem to be quite a struggle, this is why some heroes that help to a much easier start are disabled. Combining that some of those heroes are way overplayed, makes me feel that was right thing to do, for map to have a more fresh feel, having to play with other than e.g Sinitar having dungeon.
Enjoy
Yours hommly, insatiable
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Elit
Famous Hero
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posted May 14, 2007 08:14 PM |
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Quote: dont be a hypocrit elit
im sure you pick same town - same hero all your games
also, if you notice, some get disabled and some ENabled, so average available heroes per town still remain 7-9
I just propose another variety, for this certain map.
THREAD CLOSED ._
[in a matter of speaking...]
So if i'm choice same town and hero every game you will disable him to make me unhappy
Don't worry every my game i'm use different hero for main...but its not about me!
Your "subjective" view for ballance can't tell other ppl what hero to use and what not. Less options make game less interest not better.
You are doing map so can make it how you wan't...just for me disable heroes not make 1 map better. Players are no't stupid they can make his rules.
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Destro23
Promising
Famous Hero
Keeper of GrongGrong
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posted May 14, 2007 09:00 PM |
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I'm not a huge fan of disabling heroes either. I always saw it as more of a "thats not the way I like to play" thing. But thats fine, and I agree from this maps description some of those heroes may be unbalanced.
But the bottom line is, its up to the map maker. And to be honest I think disabling heroes on any map is MUCH better than making rules around it. The player who starts the game with Sinitar and Yrwanna in his tavern for day 1 after you've banned these heroes by rules is at a huge disadvantage.
I don't see the problem with banning heroes like this. What I do have a problem with is someone banning heroes from a town or 2 towns and leaving the other towns fully stocked. But this doesn't happen often.
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Elit
Famous Hero
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posted May 14, 2007 09:19 PM |
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Yes map maker can have final decision. But some ppl from ToH forget map is not only for 1vs1. Maybe over 90% from all ppl who play h5 never play multiplaer. So disable heroes for them make map "less good".
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sphere
Supreme Hero
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posted May 15, 2007 12:37 AM |
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Hey,
- Now I finally see a point in all your ranting,Elit.
Quote: Yes map maker can have final decision. But some ppl from ToH forget map is not only for 1vs1. Maybe over 90% from all ppl who play h5 never play multiplaer. So disable heroes for them make map "less good".
- But again, if YOU or whomever you play dont like this kinda map-modding.... Need I say ; Don't play it. And if your really into the map, use a "few" ( I know , I know ) hours of re-mod it to YOUR liking.
- Guz
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Who is this General Failure, and why is he looking at my disk ?
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Zilonite
Famous Hero
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posted May 21, 2007 12:10 PM |
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Heritage of Deleb - updated to ver. 1.2
Heritage of Deleb - updated to ver. 1.2
Download it here: Heritage of Deleb ver. 1.2 or get it from ToH map page
List of changes:
no more birdies - banned Conjure Phonix spell from map
banned Necro fat man Orson
added prebuild Blacksmith in both towns
added 5 hunters/10 archers/15 imps in both towns
slightly increased lvl6 dwell guards (from 1-3 to 2-4)
added couple of gold piles & some other very minor tweaks
Hope to c u all in nice fast gamees here!
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fiur
Promising
Supreme Hero
Map Creator
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posted May 21, 2007 07:22 PM |
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fiur
Promising
Supreme Hero
Map Creator
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posted June 12, 2007 03:42 PM |
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Edited by fiur at 15:43, 12 Jun 2007.
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New map (Sanctuary) By alfa-R
this is a map I found @ http://www.maps4heroes.com/heroes5/maps.php?
But when I try to select this map on the map selection screen the game crashed.... (So I open it up and deleted the PWL and thumbnails... and corrected the map.tag file)
then I fixed an oneway monolith bug on the Blue side
I've tested the map with fraudatio and we enjoyed the map alot....
so here it is for all "new map" lovers...
a side note.....
even tough this is an small map the playing time will like an "Normal" map for sure...!
sanctuary 1.0
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Zilonite
Famous Hero
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posted June 12, 2007 03:51 PM |
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Heritage of Deleb - updated to ver. 1.3
This looks like the last update of the map – ver. 1.2 plays out very well, so I only added a few more balance-fine polishing and different strategies encouraging things.
Download it here: Heritage of Deleb ver. 1.3 or get it from ToH map page
List of changes in version 1.3:
Replaced one of Random Minor artifacts in both starting areas with +10% initiative ring.
Reason – to make troops more powerfull in comparision with war machines and heroes (this one also boosts chances of Sylvan here – now it is very likely that elves will have at least one full shoot before ballista or destructive magic cripples them).
Marginally increased the number of lvl 7 monsters nearby telereports (the ones that guard lvl 1 and 2 joiners).
Reason – to encourage players to explore starting area instead of always running straight to the telereports.
Changed the number of all 4 telereport guardians – now all telereports on the map are guarded by random lvl monsters with fixed quantity (from 10 till 30).
Reason – when Strider took out 6 emerald dragons on day 6, I just decided that the idea of „any possible monster on the other end of telereport” is not working properly. Now, when there is a possibility to face 30 emerald dragons on the other end, thrill „who is on the other end of the telereport?” will be present for sure
Incresed a bit the number of lvl 7 monsters in the middle „treasury island”.
Reason – increasing the risk of not being able to take out those dudes in cases of very early break-throughs.
Added gold mine in the middle „treasury island”. Reason – to discourage Fortress castle-sitting strategies with giving more income to the player who controls the map.
Removed the possibility that major artifacts on the map turn out to be magic scrolls.
Added one more pair of Open Road boots for both players.
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fiur
Promising
Supreme Hero
Map Creator
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posted June 12, 2007 03:57 PM |
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Wow Zilonite this gonna be good....
your upgrade is looking good....
I guess there will be no more day 6-7 final battles....
(I like to explore maps before final battle....)
and to not "see" what's on the other side of the mono well quite scary
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fraudatio
Famous Hero
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posted June 15, 2007 09:26 AM |
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Quote: this is a map I found @ http://www.maps4heroes.com/heroes5/maps.php?
quote]
I wonder if people have experienced sync bugs when playing these russian maps. In the last game me and Fiur started, it 95% sure is a sync bug (taverns are not updated since day 1), and in another game I had with a mate on the "top rated map" on map4heroes, Ultimatum, we were in parallell universes. A deja vu that I would much have liked not to experience...
Of course there could be other reasons, and in our first game (Fiur and me) we had no problems. But 2 crashes in a row on russian maps seems too bad to be a coincident, when this is the first time in several months...
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Jinxer
Legendary Hero
*****
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posted June 29, 2007 06:47 PM |
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I havent experienced any desync bugs, BUT recently had a strange thing happen in game with Vex... I played my turn and clicked send... it showed it going to vex's turn but his movement bar stayed at zero for like 20 mins... never moved... and I asked if every thing was okay... and he said he had sent 10 mins before that and on his end said it was my turn. So we reloaded auto and continued and all was okay. No desync or anything.. So not sure what caused that... Anyone experieced this before?
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nevermind
Famous Hero
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posted June 30, 2007 05:31 PM |
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got this error
which i call it desync too , (only less bad ) with sq on hourglass
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted June 30, 2007 11:54 PM |
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I've had that quite a few times but no amount of reloading would help...
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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DEVILazas
Tavern Dweller
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posted July 05, 2007 02:17 PM |
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notice
expierenced that many times playing with buxyrs when playing with dwarfs, with other races - no issues
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DEVILazas
Tavern Dweller
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posted August 20, 2007 11:10 AM |
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and
Looks like its cracked exe + dwarfs issue, happens on ubi too, looks like very funny in duels vs dwarf.
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AL_Killmore
Adventuring Hero
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posted August 20, 2007 02:08 PM |
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Damn, and i wondered why i had that bug in 4 of 5 duels
Not only dwarves are imba but they are bugged too Thanks for the warning
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sq79
Famous Hero
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posted August 20, 2007 03:22 PM |
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I have bug with only academy
Desync 3 out of 3 games with them. Is it only me ?
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