Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 8+ Altar of Wishes > Thread: random maps
Thread: random maps
afm
afm


Hired Hero
posted April 24, 2001 12:54 PM bonus applied.

random maps

hello!

i think random maps would be much more fun if they wouldn't be so unbalanced. a few ideas to make random maps more fun:

- an option where you can roughly chose how many towns will be generated (one, few, normal, many, random)
- an option where you can roughly chose how many resource generators will be generated (none, few, normal, many, random for every resource generator)
- the same for creature dwellings, banks and hordes, etc.

and IMHO most important:

- the "mirror"-option!
if checked, a map is generated, where one half is "mirror image like" the other half. you can chose, if the "axis of reflection" is horizontal, vertical, diagonal-1, diagonal-2. or random. if there is a random artifact level 2 on one side, there will be another level 2 artifact on the other side, the same for towns, artifacts, etc.

i think, this is the best and the easiest way to get balanced random maps.

maybe there could be an option where you can select from a scale (0 percent to 100 percent) how "perfect" the mirror should be. 0 percent is equal to the random maps that are generated with AB or SoD.

Best wishes
afm

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
malkia
malkia


Promising
Famous Hero
posted April 25, 2001 12:16 AM

i wanted so!

only mirroring... hum.. well generate nearly the same mirror images but not really the same - I mean - one can be snowy, the other one - grassy, the third one rocks.

But there must be something telling how much towns to be in and something about the mines.


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Watchman
Watchman


Adventuring Hero
Defender of small Furry things
posted April 25, 2001 10:51 AM

Cool!  Definitely, the amount of towns on the map and how many each player starts out with is definitely a good idea.

How about this as well: Have an option for the players to decide what colours are represented on the map and which colours they wish to be (as being red or blue all of the time can get rather boring, especially if you're a fan of green or purple!)

 The mirror image idea is a good thought, though it should have some variation in the terrain and events and placement of items. (also, some logic in these placements... I've played maps where forested trees are in the middle of the underground and snowy mountains in the middle of the lava lands, for absolutely no reason except as placement.

 What might also help, for those who want something more than just "conquer or be conquered" on the random maps, have a "victory condition" modifier as well...  just a few thoughts...
____________
"If we are but travellers on the road of life, then I am pleased to have met you here, friend!"

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ironmlh
ironmlh


Known Hero
posted April 29, 2001 08:08 AM

randopm maps

random maps being my favorite, i have not had too much complaints with them(overall).  THe town # option and the mirror option sound like great ideas to me.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
krutselno
krutselno


Adventuring Hero
posted April 29, 2001 04:00 PM

Cool

Yeah, there should definetly be more selections to make when you are gonna play a random map. I liked the idea about the mirror. There should be a lot like that.
e.g Islands, some sea, lot of sea and so on.
I think that might have been a good idea

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted October 22, 2001 11:27 PM

actually random maps are not that random...the last two random maps i played (both generated just before playing, where identical... the only things that changed were the object types, the locations were all the same... even the terrain was  different... too bad it was only the type... not the shape...
____________
You are suffering from delusions of adequacy.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
yertle
yertle

Tavern Dweller
posted December 21, 2003 01:09 AM

Random Maps

I like the idea of the mirror for random mapping and also the ability to pick the level of water mountains etc that could also be in there - it's something that was missed in HOMM4
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gerdash
Gerdash


Responsible
Famous Hero
from the Animated Peace
posted December 22, 2003 08:13 PM

Quote:
I like the idea of the mirror for random mapping and also the ability to pick the level of water mountains etc that could also be in there - it's something that was missed in HOMM4
mountains, etc barriers.. do you mean a choice of how curved the paths are or how much free space is available? btw imho both of them could be a variable to set when you generate maps.

what i would also like to be able to disable is border guards.
____________
what is the safest way to pass your time? heroes community -- your posts won't affect almost anything

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
yertle
yertle

Tavern Dweller
posted December 22, 2003 08:46 PM


mountains, etc barriers.. do you mean a choice of how curved the paths are or how much free space is available? btw imho both of them could be a variable to set when you generate maps.

what i would also like to be able to disable is border guards.


A bit of both - more in relation to the free space - I think it was in H2 that you could enter an amount you wanted in relation to water etc - that was a good idea for the random maps.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Blue_Camel
Blue_Camel


Famous Hero
posted December 24, 2003 07:09 AM
Edited by alcibiades at 16:22, 13 Jun 2009.

well i dont have a lot of experience with randoms but it seemed like one of the main causes for unbalance was problems with logistics.  One player might start in a hole in the wall and have only one way to go (and  have a long way to go to get anywhere), while another player might start in an open area and have 4 ways to go, and thus the 2nd player will be able to be more productive.  I think random maps should have a lot of open areas where each area is a big clearing with multiple objects in it.  this is better than a lot of the map being "funnel" passageways where the passageway is only a few spaces wide and you hafto travel up and down the passage way to get something done.  i think funnels can be good for made maps, as they can present great strategical issues for the player, and the mapmaker won't screw one player over (well, let's hope not ), but for randoms, the chance that one player will get screwed is too great.  Also with funnel passageways it's possible that a really strong monster may be guarding an arty but that monster also blocks the passageway.  What if that is the only way that the player can go early on?  oh well, restart  if you look at jb's maps for h4 (they may be found on the toh maps page - toheroes.com/h4maps/medium.html), they embody what i mean about open areas.  If randoms were made like that, the chance of them being balanced would go up bigtime.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0505 seconds