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Thread: Heroes 5 Maps Submission/Review Thread | This thread is pages long: 1 ... 4 5 6 7 8 ... 10 20 28 · «PREV / NEXT» |
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jb239
Famous Hero
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posted October 06, 2006 10:03 PM |
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Quote: 5 new maps added to the ToH Roster:
Dragon Hill - Plain looking but good simple fun
Final Encounter - 'Ok'...
Fatal Controversy - Plain, Grid-like (one minor bug, a southern guarded treasure chest pile is inaccessible - blue side)
Two Coast - ok if for the spelling errors haha
Two Sides - again, lots of open space, plainness, free mines eg. mercury & sulfur will benefit some races
Random wars - Need the h5m version before I put up, minor bugs like lava graphic error on right side of map, treasure chest inaccessible at knowledge spire NE side of map.
Overall, maps are cool and balanced, my gripe is that when it comes to aesthetics, they just don't compare to the UBI maps, and some if not all of these posted aren't playtested by the mapmakers properly, or there wouldn't be these 'inaccessible' bugs...
You should require each map maker to run through their map in hotseat and play both sides before posting it. I do that with mine to limit the bugs.. even though some still sneak through. But in my case usually a map I make isn't ready to be posted until atleast version 1.3 of it. I post early versions for people to try out the map though.
As for Aesthetics.. they made it harder in the H5 editor to make a map pretty.. not saying it can't be done, but it does take a lot more work than previous heroes versions. I think right now people are more focused on getting maps out there and the playability of them. But as we get more familiar with the editor the Aesthetics should be there.. If you notice on my newest map Giant War I kinda experimented with different things, and by the time my next map is done I think that map will come out nicely.
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I will not lose.
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Erdoveth
Tavern Dweller
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posted October 07, 2006 08:36 AM |
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Quote: 5 new maps added to the ToH Roster:
Two Coast - ok if for the spelling errors haha
If somebody for who english is home language, fix spelling for my map. Sand me translate to my e-mail ore post it there.
I will be glad if so. With my English that will be hard. And i can say that version 1.4 of map tested by me and few ather people in Russia. I hope you will not find any bugs on it.
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sxshopper
Known Hero
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posted October 07, 2006 10:52 AM |
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erm.....well i tested my map through hotseat, both sides....and then changed it a bit...so maybe then the bug appeared....but the problem is...i can't find the bug ....can you tell me vesuvius....where exactly is this inaccessible treasure chest? thanx in advance
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the_teacher
Supreme Hero
Talk to the hand!
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posted October 07, 2006 11:00 AM |
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sx, check passability actually, besides the unaccesable treasures , there are chests guarded by level 4, near the watermill (upper player), that can be stolen without fighting guards, "levitating" over the water. there are few grass tiles that must be erased (replace with water). i know you did it on purpose to have a hidden advantage . anyway, it's in final controversy gool old tradition to have some sneaky bugs
have a nice day
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sxshopper
Known Hero
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posted October 07, 2006 11:36 AM |
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Quote: sx, check passability actually, besides the unaccesable treasures , there are chests guarded by level 4, near the watermill (upper player), that can be stolen without fighting guards, "levitating" over the water. there are few grass tiles that must be erased (replace with water). i know you did it on purpose to have a hidden advantage . anyway, it's in final controversy gool old tradition to have some sneaky bugs
have a nice day
firstly....very funny!
secondly... thanx for pointing another bug
thirdly.... it's FATAL not final controversy
fourthly.... i didn't make Fatal Controversy for heroes4...so i didn't start the "sneaky bug" tradition in this map ....
anyway....i'm waiting for the treasures chest bug....cause still can't find it
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fiur
Promising
Supreme Hero
Map Creator
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posted October 08, 2006 11:11 AM |
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Edited by fiur at 11:23, 08 Oct 2006.
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[quote
As for Aesthetics.. they made it harder in the H5 editor to make a map pretty.. not saying it can't be done, but it does take a lot more work than previous heroes versions. I think right now people are more focused on getting maps out there and the playability of them. But as we get more familiar with the editor the Aesthetics should be there.. If you notice on my newest map Giant War I kinda experimented with different things, and by the time my next map is done I think that map will come out nicely.
Well it's hard to get any map "perfect"... but sure "we" test them in hotseat.....
Battle for honor got some "minor" Aesthetics bug too....
(try to choose necro on "blue" side.... then U'll see....)
anyway the map are real fun to play GOOD work there... jb239
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Another tip to all map makers.... try the "level Terrain Under Object" button.... and be careful with placing "items" near Towns....
It may "stick" into the structure.... It does'nt look so nice....
I'm still Working on the "Dragon Hill" map.... just with grapichal stuff.... and plannig to make it just a little.... harder...
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sxshopper
Known Hero
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posted October 08, 2006 03:41 PM |
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i want to correct the bug!!! the inaccessible treasure chest, but i don't know where is it....besides i made the map look a bit better and will be more fun to play....so please vesuvius tell me where's exactly the bug...cause i wanna post version 1.1 of the map which in my opinion is much much better....(and on 99% it will be the last and final version)
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the_teacher
Supreme Hero
Talk to the hand!
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posted October 08, 2006 09:48 PM |
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Quote: ....(and on 99% it will be the last and final version)
i guess you're not very familiar with msg-xxx saga. so pls, don't make such statements
have a nice day
P.S. 1% is huge
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Jinxer
Legendary Hero
*****
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posted October 09, 2006 03:37 AM |
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Attention JB239
Renaming a zip file still makes it a zipfile only with a different name. I still need the giantwar.h5m file please if ya get a chance
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jb239
Famous Hero
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posted October 09, 2006 09:44 AM |
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Quote: Attention JB239
Renaming a zip file still makes it a zipfile only with a different name. I still need the giantwar.h5m file please if ya get a chance
well when i upload the files to my webspace they are .h5m files.. and if it comes up as a zip file when u download it then it should change when u rename it to an h5m file... did u try that and put it in your maps folder? if that doesnt work I suppose I can really zip the h5m file up and u can unzip it and use it from there
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I will not lose.
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Betruger
Known Hero
empowered mind
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posted October 09, 2006 02:08 PM |
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Quote: Attention JB239
Renaming a zip file still makes it a zipfile only with a different name. I still need the giantwar.h5m file please if ya get a chance
The thing is, .h5m file = zip file. Deal with it. It's just a different name for it, but it's a plain zip file. You can change any .h5m to zip and look what's inside.
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Jinxer
Legendary Hero
*****
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posted October 09, 2006 04:30 PM |
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Ahh maybe thats the problem then. All the .h5m files I download from TOH have the maps graphic associated with them and when I double click them it opens the map etc.... when I download this file of Jbs it has the zip graphic and when I double click it it opens the zip program and shows me whats in side. So I apparently just need to re-associate it manually with the editor..... thats Betruger for explaining it in that way.
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nevermind
Famous Hero
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posted October 09, 2006 08:32 PM |
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yo ves
I sent you by email an updated version of Random Wars i sent u a zip file in it the .h5m file of the map ,Did u get it?
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malgor
Hired Hero
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posted October 09, 2006 09:03 PM |
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Edited by malgor at 21:09, 09 Oct 2006.
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Questions before I post new maps I've made
I've made several maps now and will post them here for review. I've been playing them extensively from all players perspective to try and find all the bugs to see if they are ready to post here.
How do I make a working PWL picture. I've searched through the directions to no avail.
Can I link towns so they will be the same if they are a random town, so when the player picks a certain town at start up the town he will probably capture before his opponent will be the same as his chosen town?
Thanks in advance.
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sphere
Supreme Hero
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posted October 09, 2006 09:30 PM |
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Hey,
- "...How do I make a working PWL picture. I've searched through the directions to no avail. ..."
Try e-mailing Fiur. He has made the only working PWL on a map as far as I know - Hope this forwarding is ok,Fiur.
- "....Can I link towns so they will be the same if they are a random town, so when the player picks a certain town at start up the town he will probably capture before his opponent will be the same as his chosen town?.... "
Try e-mailing jb239, he have had some problems on his latest re-make ( Giant War map ) - Again , I hope it's ok to forward,jb239.
- Otherwise, just post them,Malgor, in a 1.0 version, so the community can test them for bug's that you might have over-looked.
- Guz
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Who is this General Failure, and why is he looking at my disk ?
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nevermind
Famous Hero
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posted October 09, 2006 09:42 PM |
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Quote: I've made several maps now and will post them here for review. I've been playing them extensively from all players perspective to try and find all the bugs to see if they are ready to post here.
How do I make a working PWL picture. I've searched through the directions to no avail.
Does this help ?
http://www.celestialheavens.com/forums/viewtopic.php?t=3793&postdays=0&postorder=asc&start=75
Quote:
Can I link towns so they will be the same if they are a random town, so when the player picks a certain town at start up the town he will probably capture before his opponent will be the same as his chosen town?
Thanks in advance.
Yes you can link town ,choose properties and set i think it was called random type as : (player 1/2/3 ect) or set like town at coordinates (x,y - coordinates of random player selected town)
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MysticPhoenix
Adventuring Hero
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posted October 09, 2006 09:43 PM |
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Quote:
**Ok and now some release notes.
Due to a bug (or intention?) in the editor, I could not give a player 2 starting towns that matched, so you will notice a teleport that goes right to a matching town. It is intended to be gotten day 1 and the contribute to your large army.
Sure that is not possible? One thing I liked in Giant War was the fact that one of your towns was guarded by level 7 creatures, so you were able to build from the start on, but not to use youre creatures.
Quote:
Also this is the very beta version and Im undecided as to what to make the middle guards so any suggestions are welcomed.. as of now its an inferno army mixed with some stuff.
It is a nice garrison of course, since fire based creatures are appropriate due to the lava ground in the middle. But I would prefer some different guards. At the moment, all six of them seem to be the same. Other possibilties that come to my mind are a shooter garrison wth lots of different shooters or a garrison with lots of tank units in it (treeants, hydras). Is it possible to place enemy heroes in there that don't move? You could boost the units with some nasty skills and artifacts then (unicorn's bow for example).
Played through it with blue , no bugs noticed so far. Good work, JB.
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malgor
Hired Hero
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posted October 09, 2006 10:20 PM |
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Thanks to all who posted helpful hints. The PWL picture will just have to wait, that's too complicated to just do what I want it to do for now.
Plus when I zoom out to just take a screenshot of my map it freezes the editor and I'm not sure why... too many pixels probably since it's a 172x172 map.
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fiur
Promising
Supreme Hero
Map Creator
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posted October 10, 2006 12:55 AM |
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Quote:
Try e-mailing Fiur. He has made the only working PWL on a map as far as I know - Hope this forwarding is ok,Fiur.
No problem at all.... I'll try to explain it here..... :
you must convert your 1024*1024 screenshot into a dds file.....
then go to your dir.... where you have your "map".h5m file
right click on that file and choose open with "winrar"
then double click on this file: mapname.(Texture).xdb (mapname is the name of your map)
it will look like this....
<?xml version="1.0" encoding="UTF-8"?>
<Texture>
<Type>REGULAR</Type>
<ConversionType>CONVERT_TRANSPARENT</ConversionType>
<AddrType>CLAMP</AddrType>
<Format>TF_DXT1</Format>
<Width>1024</Width>
<Height>1024</Height>
<MappingSize>0</MappingSize>
<NMips>1</NMips>
<Gain>0</Gain>
<AverageColor>0</AverageColor>
<InstantLoad>true</InstantLoad>
<IsDXT>false</IsDXT>
<FlipY>false</FlipY>
<StandardExport>true</StandardExport>
<UseS3TC>false</UseS3TC>
</Texture>
you see this line: <DestName href="dragon3.dds"/>
here is my dds. file....
also check your map.xbd file search for this line..........
<PWLPicture href="dragon.(Texture).xdb#xpointer(/Texture)"/>
Hopefully this will help U a bit.....
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fiur
Promising
Supreme Hero
Map Creator
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posted October 10, 2006 01:10 AM |
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and if you like the "small" thumbnailImages
you know the 4 small thumbnailImages next to your description of your map..... here is how you do that....
first make 4 small screenshot size 240*180
the next thing is what I spent several hours to figure out....
what dds format will work.... this format works:
8:8:8:8 ARGB (32 bit) format.... (approx. file size 160kb)
when you have done that well open your map-tag.xdb file...
(and make it looks like this.....)
<?xml version="1.0" encoding="UTF-8"?>
<AdvMapDescTag>
<AdvMapDesc href="map.xdb#xpointer(/AdvMapDesc)"/>
<NameFileRef href="name.txt"/>
<DescriptionFileRef href="description.txt"/>
<TileX>136</TileX>
<TileY>136</TileY>
<Goal>OBJECTIVE_KIND_DEFEAT_ALL</Goal>
<teams>
<Item>1</Item>
<Item>1</Item>
</teams>
<thumbnailImages>
<Item href="mM4_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_2_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_3_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_4_pic.xdb#xpointer(/Texture)"/>
</thumbnailImages>
<HasUnderground>false</HasUnderground>
</AdvMapDescTag>
(take a good look at these lines:
<Item href="mM4_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_2_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_3_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_4_pic.xdb#xpointer(/Texture)"/>
all mM4..... here you can use any name U like.... but it MUST be the same as your DDS file..... I'll copy in one of the xdb files.... under....
mM4_pic.xdb looks like this:
<?xml version="1.0" encoding="UTF-8"?>
<Texture ObjectRecordID="1009106">
<DestName href="mM4_pic.dds"/>
<Type>TEXTURE_2D</Type>
<ConversionType>CONVERT_TRANSPARENT</ConversionType>
<AddrType>CLAMP</AddrType>
<Format>TF_8888</Format>
<Width>240</Width>
<Height>180</Height>
<MappingSize>0</MappingSize>
<NMips>1</NMips>
<Gain>0</Gain>
<AverageColor>-29079250</AverageColor>
<InstantLoad>true</InstantLoad>
<IsDXT>false</IsDXT>
<FlipY>false</FlipY>
<StandardExport>true</StandardExport>
<UseS3TC>false</UseS3TC>
</Texture>
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when you've made four xdb files with the same name as your dds files...
then put all files into your "map".h5m file (still with winrar)
and at last take another look into your map.xdb file to check if you got something like this:
</MoonCalendarModifications>
<thumbnailImages>
<Item href="mM4_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_2_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_3_pic.xdb#xpointer(/Texture)"/>
<Item href="mM4_4_pic.xdb#xpointer(/Texture)"/>
</thumbnailImages>
<PWLPicture href="dragon.(Texture).xdb#xpointer(/Texture)"/>
<weekIDs>
as you may knoe by now english is'nt my native language so plz don't be rude....
and another thing it's a "few" file to make..... and just a minor error will corrup the hole thin...... Iwas struggeling alot with just a single / and nothing was working.... but now both PWL and thumbnailImages works.....
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