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afm
Hired Hero
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posted April 24, 2001 12:54 PM |
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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
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malkia
Promising
Famous Hero
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posted April 25, 2001 12:16 AM |
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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.
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Watchman
Adventuring Hero
Defender of small Furry things
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posted April 25, 2001 10:51 AM |
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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...
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"If we are but travellers on the road of life, then I am pleased to have met you here, friend!"
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ironmlh
Known Hero
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posted April 29, 2001 08:08 AM |
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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.
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krutselno
Adventuring Hero
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posted April 29, 2001 04:00 PM |
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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
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted October 22, 2001 11:27 PM |
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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...
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You are suffering from delusions of adequacy.
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yertle
Tavern Dweller
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posted December 21, 2003 01:09 AM |
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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
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Gerdash
Responsible
Famous Hero
from the Animated Peace
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posted December 22, 2003 08:13 PM |
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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.
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what is the safest way to pass your time? heroes community -- your posts won't affect almost anything
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yertle
Tavern Dweller
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posted December 22, 2003 08:46 PM |
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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.
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Blue_Camel
Famous Hero
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posted December 24, 2003 07:09 AM |
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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.
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