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Heroes Community > Heroes 6 - The New Beginning > Thread: Duel Map Brainstorming! - Beta Version!
Thread: Duel Map Brainstorming! - Beta Version! This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 14, 2012 11:05 PM

Thanks. I've gone through it and chances are I have missed a few things but where I have needed some help the most it was vague or did not cover my issue well.

Meanwhile here is the Alpha version of the map. The map does not have any decorations yet and some areas may look unguarded but rest assured that they are impassable. You can't get all those precious arties, you will have to choose
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Map also hosted on Moddb

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 26, 2012 11:37 PM

After some testing I decided to replace the random artifact areas with 4 artifact merchants for the following reasons:

- With relics being able to spawn in place of minor or major artifacts, the randomness was too great.
- Often enough you'd get 2-3 boots or capes in the same area.
- Even with 3 areas to choose from, the might/magic/faction restrictions could make things fairly uneven.
- Most people have no idea what each artifact does!

Unfortunately there is no way to ban artifacts bought through merchants but the chance of getting an overpowered artifact is pretty low and they are rather expensive..

I also decided to give maximum reputation points because let's face it, skills are more fun when their usefulness is boosted. I have not done a thorough testing to see just how useful each ultimate is, not only in general but against each advanced class. For instance a pyromancer's armageddon would be useless against another inferno just as watery grave is useless against necro - the latter not being lvl 2. For now I'd rather keep the ultimates and see how that goes, at worst I might keep lvl 2 reputation and forbid their use in tourneys.

But maximum reputation might require a stronger army strength than the current one, especially now that artifacts have come into play. I might need to increase the stacks by 1-2 weeks, remains to be seen.

Finally, I switched the +2 weeks growth to core with 7 weeks worth of a core dwelling. The values are almost identical anyway
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Map also hosted on Moddb

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted August 29, 2012 09:11 AM

How is this H6 duel map going in terms of gameplay? Are people enjoying it?

Haven't checked it out yet....

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 29, 2012 09:56 AM
Edited by Elvin at 23:48, 01 Sep 2012.

Oh yes There is a lot of variation provided by the artifacts and skill picking at lvl 20 is just the right amount of tight. Yesterday I had two of my closest matches yet! I'll make an update in the casual duels thread You should drop by sometime, red emperor said you were itching to start!



After a number of games I was eventually convinced that this map needed an extra week of troops, mainly because of meditation and the possibility of overstacking on spellpower artifacts/skills. To get an idea 7//11 growth creatures(like sister) now have 122 units, 3/5 units(kenshi) now have 42 units and 1/2 units(cyclops) now have 18 units.

I also increased maximum level to 25 to a) match the army size better b) give access to lvl 4 racials c) to allow for more active abilities to be picked as a lot of them would go to passive skills.

I changed the script from add resource to set resource so that the gold you get is fixed regardless of map difficulty. I have set it at 40k gold, seems better this way.

***

Hopefully this will make duels a little more interesting as it opens up new possibilities. It is not easy to judge balance accurately as many of the current abilities are subject to change but the map will look much much better when 1.6 is released



Latest map version, l would appreciate some feedback should you try it.
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Map also hosted on Moddb

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Paatse
Paatse

Tavern Dweller
posted September 04, 2012 08:41 PM

You wanted feedback, here's some from a lurker

Cool map, especially now with no sim turns you can skip the building up stuff and get right into it.

I've played the map some with a few friends and even with these creature amounts meditation -> armageddon + ignite is silly strong (or any uber spell + meditation but arma + ignite just does so much damage ) . We haven't found a good way to beat the pyromancer yet tho we prolly aren't the best of players so that could be one reason.

Anyway awesome map, just as awesome as the H5 version!


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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 05, 2012 02:46 AM

Well if they open with meditation they can't use it again, so you could do blood path + mana leach them three or four times.. I'm not sure spending the first three or four turns just to kill their spells would pay off, but if they have only magic abilities it would shut down everything. I've never actually used mana leach so I have no idea how good it works in practice --it doesn't look that great-- but if you did hit-and-runs with it you could cripple a mage severely.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 05, 2012 11:10 AM

Thank you Paatse, it is always rewarding to hear that others are enjoying my map And you are right, meditation is too strong for this army level. I do not wish to further increase the army so I will either have to lower reputation back to lvl 1 or find a way to ban ultimates which shouldn't be hard to do.

By the way if you enjoy these kind of duels I am planning a tourney during the next month, it would be nice if you showed up. The only requirement is that you enjoy the game, nothing more nothing less

@Miru
There are not hit&runs here, just one hero for each side without the option to respawn. I wouldn't bet on mana leech to save you either, the warlock would still be able to pull off 3-4 good casts and who is not to say that he wouldn't have mana leech as well.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Paatse
Paatse

Tavern Dweller
posted September 05, 2012 08:10 PM

A tournament sounds great .

I agree with Elvin on mana leech not helping alot because you still get those couple good casts which I feel is more than enough, add to it the new boosted inferno destiny values and the 8 destiny passive. With the insane 1.5 luck values the game hands out gating IV like it was christmas so you can easily challenge the weakened stacks even if they are under a might hero.

Might be off topic but what if tactics 2 was a might only skill? Right now ( especially necro/inferno )magic heroes can just camp in a corner around their shooters and lay waste to everything with their untouchable spellpower boosted shooters and immense area damage spells. Not having tactics 2 would possibly leave the stacks more exposed making meditation more reasonable. Maybe no tactics 2 would be too severe, just something that crawled into my mind.

Rep lvl 2 is way more funner than rep lvl 1 IMHO .

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted September 05, 2012 09:07 PM

No it isn't. Replay up tomorrow, You'll see

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 23, 2012 07:37 PM
Edited by Elvin at 12:32, 29 Sep 2012.

1.7 came earlier than I expected so I sped up the process I present you Duel Map Beta that includes aesthetic touches, growth tweaks and the new combat arenas that came with the latest update You can generally find them on the outer line of the battlefield area, especially the edges and right below/above a rally flag. Plenty of them are scattered randomly so they should be easy to encounter one way or the other.

Looking forward to map feedback, even if only on its decorative aspects Will soon create a new thread for the upcoming tourneys.
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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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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2012 09:36 AM
Edited by Elvin at 17:01, 25 Sep 2012.

Alright, who will be available for a duel today and the next few days? I'm open to specific faction requests

EDIT:

After a couple of games I think I'll have to delay the tourney after all.. The tactics bug won't let you place your army the way you want and that's just annoying I hope they release a hotfix soon.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted September 27, 2012 03:16 AM

Okay I am the noobest at custom things....

After you download the thing, how do you play it?
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"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 27, 2012 07:01 AM

Just place the scn file (map) in your Documents/Might & Magic VI/Scenario folder....it will be available in your maps in the actual game then...

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted September 27, 2012 07:27 AM

Quote:
Just place the scn file (map) in your Documents/Might & Magic VI/Scenario folder....it will be available in your maps in the actual game then...


What if it doesn't have a scenario folder?
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted September 27, 2012 01:36 PM

@Elvin: What tactics bug?

Anyway, during the next few days, I think I could play a couple of games, notably today (now-ish), tomorrow afternoon (1-2 PM CET) or maybe Sunday afternoon(1-2 PM CET). Be warned though, I'm most definitely not a pro, so don't expect much of a challenge.(Plus, You know, I'm the easiest to profile based on the videos ) Also, I'd like to record any duel I play, so if that's an issue for You, don't bother trying to arrange a game in the first place.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2012 02:32 PM

When you draw a unit out of the tactics area you cannot return it to the battlefield. It's hard to place units exactly as you want because the positions of large units cannot be properly rearranged, you'd need to get other units out of their way.
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Map also hosted on Moddb

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted September 27, 2012 02:36 PM
Edited by The_Polyglot at 15:09, 27 Sep 2012.

Strange... I'll go check, but I seem to recall instances when I could drag them off the field and return them... provided I put the creatures in the little grey circles first, maybe that's the key difference?

EDIT: Video here. All I can say is that I frequently use the presented method, and it has yet to bug out on me.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 27, 2012 02:53 PM

Sure. I don't think the tactics bug happens all the time or at least with all factions but it's fairly annoying. And rearranging your army with tactics II has turned into a jigsaw puzzle!
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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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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted September 27, 2012 04:29 PM

What happens if you move a unit on top of another? That's usually what I do to remove them, not move them off.
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted September 28, 2012 12:09 AM
Edited by Simpelicity at 00:09, 28 Sep 2012.

Okay so I played this map finally. I'd like to throw in some ideas I was having.

What I'd like is mainly more army customisation. I was thinking that in 2 ways. Either have 1 or 2 weeks' worth of creatures be in gold instead (and have a castle where you can recruit large numbers of any unit). Probably 1 week only. The thing is you already get a lot of money for artifacts. But it's not necessarily a problem. Now there's a choice between artifacts and more creatures. Manage your budget accordingly! But then you can't go from artefact merchants to the castles. That'd require a little map tweaking. Either put the artefact merchants in the same place as the castles (which would then have to all be in the same area) or make the teleporter 2-way.

The other option was to give only money, but limit the amount of creatures you can recruit, to more weeks than the current norm (but since you have money for less weeks, choices have to be made). That of course again requires the map changes I was talking about, artifacts-wise.

Talking about which, I don't think putting all the castles together is a bad idea necessarily. Don't think anyone is a dick, so if they agree not to mix factions, they won't. If one of the 2 does, you can just leave duel I suppose. But that's just unlikely, to me. Then again, you could leave it blind. Leave yourself X gold as budget for your artefacts (and hope they're good). But that feels a little luck based.

So yeah, I'm more leaning towards my second option, but the first one could work too I think.

Also, I get the feeling champions are the main fear that this could be used towards imbalance? you could just lock their number then. Either by having the number you want to give players already recruited, or better yet, using the second option (giving all money), to limit the amount recruitable to what you don't want it to exceed. So people could go under the norm, but not above it, if they want to spend on something else.
____________
"You r the shakespeare of heroes vi, in every single battle i say: "he is gonna to loss"." - Cumulo88

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