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Thread: My very first HV 5.5 map: Beleriand, the Siege of Angband | This thread is pages long: 1 2 · NEXT» |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 10, 2016 08:53 PM |
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Edited by olorin at 19:47, 25 Mar 2017.
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My very first HV 5.5 map: Beleriand, the Siege of Angband
So it's official: some weeks ago I managed to finish an impossible-sized Heroes V map
Further details at my blog, including the download link (no spam intended): Beleriand map
I wanna thank Magnomagus & co., since without them I wouldn't be able to do such a heroic task. Now Heroes V is worthy of my full attention, pals. Thanks!!
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Current version: 1.2: download it here!
ADDITIONAL CONTENT 1.2 (03.2017): [done]
-Add Isle of Balar [done].
-Solve passability issues [done].
-Place new monsters, buildings, artifacts & treasures [done].
ADDITIONAL CONTENT 1.1 (03.2017): [done]
-Add town biographies [done].
-Add town specializations [done].
-Add signposts, so the player doesn't wander lost & get to know the continent [done].
BUGS LIST beta 0.99 (08.2016):
Major issues:
-Too many resources all over the place make mines useless [done]
-Masking much more in order to speed up the AI & making easier choosing directions for the player [done]
Minor issues:
-Fingolfin is over-powered [done]
-Level out the mountains [pending]
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You people have fun!
PS. This is my f***** up way of commemorating H7 Trial by Fire release
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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Ereinion156
Adventuring Hero
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posted August 10, 2016 09:32 PM |
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Thanks, for this!
Ok, I actually haven`t played your map yet, but I downloaded it instantly when I saw your post here, for I am both a fan of H5.5 as of Tolkien.
Just one question for now: Why no playable Edain?
More questions will follow one of these future days.
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 11, 2016 12:10 AM |
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Ereinion156 said: Why no playable Edain?
I see Beleriand as an 'Eldar thing', so to speak. Anyway the reason why Fingolfin begins at Haven is because the Noldor who lived there were the illustrious tutors of the House of Hador (plus a way of introducing the Noldor cavalry...). Both Edain & Eldar cohabit peacefully, however not mingling.
Nah, in the end is a question of choosing. A mere taste.
Thank you for your interest. The map's so complex that most likely it'll contain a lot of bugs. Incoming editions ahead! (along with the Balar Island )
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 11, 2016 11:33 PM |
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yogi
Promising
Famous Hero
of picnics
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posted August 12, 2016 07:24 AM |
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Edited by yogi at 07:26, 12 Aug 2016.
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olorin said: Let's face it: t's too harsh and hard to make a Heroes V map, thus I won't invest more time on it than necessary.
*sigh
how the f does ubi not get it, the map editor IS THE GAME!
imo a highly accessible map editor is THE CORNERSTONE OF HOMM. not playing through the devs stories, but being inspired to manipulate them and make our own
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yogi - class: monk | status: healthy
"Lol we are HC'ers.. The same tribe.. Guy!" ~Ghost
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 12, 2016 11:03 AM |
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Thank you, Magnomagus. It's the least I can do to honor your amazing work. This is just the beginning: I harbour some ideas that I really want to see performed through HV 5.5 map editor... You'll see!
PS. By the way, I'm translating the mod into Spanish these days.
yogi said:
how the f does ubi not get it, the map editor IS THE GAME!
imo a highly accessible map editor is THE CORNERSTONE OF HOMM.
100 % agreed. It took me many many hours (about 20, I reckon) throughout three weeks during the last month, and even now I'm not sure whether is balanced or entirely bug-free. Besides, take into account that I don't know s*** about scripting so there's none (basically because I don't wanna go there...).
The next ACTUAL Heroes game (if there's any) must display a user-friendly map editor, otherwise it would be incomplete. We'd never insist too much on this.
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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Ereinion156
Adventuring Hero
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posted August 12, 2016 12:00 PM |
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So, I just had a little look at the map and I found it to be a really interesting one. One can`t just play the standard tactics for some fraction, but has to come up with totally new ways of playing, because you will have with many fractions crossover-armies in the beginning and will get a lot of buildings which are not of your home-city. A bit itīs felling like playing campaigns, just 7 on one map. Depending on the fraction you are playing.
But thereīs one big issue in the map. I feel like you didnīt use the mask tool anywhere so one can walk the most ridicules ways. Up and down the mountains in nearly 90°. It also makes the player a bit lost on the map, because he sees endless possibilities to go and just doesnīt know which he should pick.
Additionally I feel like there are to many resources just lying around everywhere. You doesnīt really have to get any mines in the beginning because the ressis are just there. And Fingolfin seems a bit too overpowered in the beginning. He can just kill everything with his Paladins. But maybe thatīs equaled by him being foreign to his fraction?
Thatīs it for now! More will surely follow.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 12, 2016 12:54 PM |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 12, 2016 04:31 PM |
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Edited by olorin at 16:33, 12 Aug 2016.
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Hey, thanks for the feedback guys! It's so useful. I've just opened a "bug list" in the first post, so I can release in a near future a fixed "complete" edition (1.0) of the map.
Consider this: I'm basically a H2-H3 map-maker, thus my vision is likely biased at the time to undertake a 3D complex environment. Besides, I'm a Heroes V crappy player, so I tend to make the things easier in the short term, which may be a problem for you guys
Let's discuss your points one by one:
*But thereīs one big issue in the map. I feel like you didnīt use the mask tool anywhere so one can walk the most ridicules ways.
-I know what you mean: I'll try harder to make it more... "walkable".
*he sees endless possibilities to go and just doesnīt know which he should pick.
-This is not necessarily a bad thing; actually I find ARMG maps a bit limited in that sense. The players are forced to heading this or that direction, turning the game boring.
*there are to many resources just lying around everywhere. You doesnīt really have to get any mines in the beginning because the ressis are just there.
-You're absolutely right, mate My bad. I'll do my best to fix it over the next version.
*And Fingolfin seems a bit too overpowered in the beginning.
-I had that doubt too, so you may be right: I'll also fix that.
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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Ereinion156
Adventuring Hero
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posted August 14, 2016 12:46 PM |
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Some additional possible improvements:
- You could insert some town biographys. I mean youīve got very long bios for your heroes, but none for your towns. That seems a bit strange.
- You should add some town specializations. Like this the towns are all the same. Make them a tiny bit different!
- You could also add some few signposts, to help the player understand where in Beleriand he is in that moment. Help him understand what you thought when building some mountains, lakes or whatever at a specific point.
- Additionally you could have a look at your mountains again and scale them down a bit. At many points these cliffs look quite exaggerated. As if you wanted with all might to hinder your player at crossing them. Just use the masking tool for that. Like this it always looks strange, when there`s a path up or down the mountains. Especially in the Ered Luin.
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 14, 2016 11:35 PM |
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Ereinion156 said: Some additional possible improvements:
- You could insert some town biographys. I mean youīve got very long bios for your heroes, but none for your towns. That seems a bit strange.
- You should add some town specializations. Like this the towns are all the same. Make them a tiny bit different!
- You could also add some few signposts, to help the player understand where in Beleriand he is in that moment. Help him understand what you thought when building some mountains, lakes or whatever at a specific point.
- Additionally you could have a look at your mountains again and scale them down a bit. At many points these cliffs look quite exaggerated. As if you wanted with all might to hinder your player at crossing them. Just use the masking tool for that. Like this it always looks strange, when there`s a path up or down the mountains. Especially in the Ered Luin.
Thanks! Updated!
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted August 26, 2016 06:31 PM |
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Good news first:
1.0 is aired. Enjoy! Yeah, I masked a lot, hehehe. It's a wonderful tool, almost addictive
Now the bad ones:
The editor collapses a lot, randomly, but that's not it: somehow these constant 'crashings' manage to corrupt the map file so I end up losing all the applied changes. It happens over and over. It's so frustrating that I'm giving up on it.
I'm far from satisfied with the current version but I rather prefer investing my time designing Heroes 3 or AoW SM maps.
Have fun!
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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Ereinion156
Adventuring Hero
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posted September 07, 2016 09:11 PM |
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So, I haven't played the map a lot due to quite little time I had in the last weeks and some friends of mine I sometimes play with being on holiday.
But I must say great improvement in resources and masking. Just in some points you just overdid it a little with the masking. Just click the AI-Passability-button (a grid with some red dots) to check it. For instance: near Fingolfin you blocked a Crystal of Revelation. There should be some green field shown for each object. That one must be accessible. Also, around Sauron there are some ways unnecessarily blocked, forcing the player to take large detours.
But, do I understand you correctly? You want to stop working on this map? Sad, where it's really on a good way now.
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted September 08, 2016 03:07 PM |
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Thank you for your kind words! Well, I'll take a look at the passability in the next weeks... but given the annoying crashes I've been suffering I won't promise you anything.
I think it's a decent map already though. Every single Tolkien reader should appreciate it!
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted March 19, 2017 12:38 PM |
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1.1 v. is in the air guys!
Ereinion156 said: near Fingolfin you blocked a Crystal of Revelation.
Also, around Sauron there are some ways unnecessarily blocked, forcing the player to take large detours.
Among other "passability stuff", done!
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 19, 2017 05:37 PM |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted March 19, 2017 05:48 PM |
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magnomagus said: Cool, I was wondering have you been trying to use the new 64bit editor and did it do anything to improve stability?
I have! And my experience was highly improved, I mean, so far I didn't experience any crashes whatsoever but I'm not sure whether it's because of the new editor or due to my brand new gaming PC.
Anyhow I'm glad!
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted March 19, 2017 06:18 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted March 19, 2017 06:54 PM |
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olorin
Adventuring Hero
tophatchild.blogspot.com
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posted March 19, 2017 10:09 PM |
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Thank you guys! It's the least I can do in exchange of your amazing work.
I've been testing it this afternoon and there're some passability issues which I'll fix in the next version. Phew! It's a huuge map!
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Top Hat Child dixit: http://tophatchild.blogspot.com.es/
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