|
|
brittaintrail
Tavern Dweller
|
posted August 21, 2016 03:35 AM |
|
|
New Map
Hey everyone, first I'll introduce myself as this is my first real post. Been playing this game since ...forever, definitely lurked this forum many hundreds of times, but never bothered registering since I've never played online. Anyways, I discovered heroes 3 HD on steam and figured I'd pick it up.
Now for my actual post
Always wanted to make a map and here is my first stab at one. (Back when I was 12 it definitely wasn't happening)
Here, is my map but more importantly I was wondering what a good website would be to post it.
Also I was hoping for a little constructive criticism. Hopefully this is the right place.
Thanks!
[url=https://dl.dropboxusercontent.com/u/1843211/Bays.h3m]Bays (the map)[/url]
Edit: okay from playing it I can already see I need to downgrade the artifacts
____________
|
|
Orc
Famous Hero
|
posted August 21, 2016 06:52 AM |
|
Edited by Orc at 07:23, 21 Aug 2016.
|
Hello BrittainTrail, and welcome to the forum
SPOILER ALERT (DO NOT READ IF YOU WANT TO PLAY THE MAP NEWLY)
As first impression, I liked how the map looked like in general: small, simple, and have my favorite towns (fortress )
looking closer to the terrain and some resource disribution and neutral stacks guarding it, I can raise the following points:
1-) first of all, in the middle of inferno terrain, what is the river delta doing there? it looks cool and all splitting from the volcano, but at the end of it, it has water and it is meant to connect to sea or a river. I know it has its own beauty but it doesnt entirely fit xD
anyway, here is just an example of quick edit, replacing the river delta with other lava flows.
2-) the opposite can be said about the lava flows at the bottom of inferno terrain, as well as in the little water gulf in the middle of inferno terrain. maybe you can replace the laval flows in the water with little island of volcanoes?
3-)Also, by the side of inferno, hero cannot get into the sawmill before moving through the ore pit. furthermore, the monster guarding ore pit (familiar) is stronger than that guarding sawmill (imps)
best to either seperate the wood and ore mines, otherwise at least swap positions of imp and familiar (make the weaker one guard the orepit and the stronger one guard the sawmill)
4-) why did you distribute the creature dwelling like this? as I could see, tower has genies, Rampart has Pegasus, Fortress has Lizards, dragon flies, basilisks and Wyverns, and inferno has gogs and pit lords dwellings. I do not think this is very fair distribution. You should try to balance this a little bit more. I think you have to weigh the strength of the unit vs how much that town needs it. (e.g. fortress needs flyers because wyvern is weak, flyers are generally good, maybe give 1 or 2 flyer dwelling for each town. say you give inferno 1 efreet dwelling, and give tower 2 genie because genie is much weaker than efreets, or something like that, but giving fortress this much and no flyer dwelling to inferno feels a little imbalanced)
I have played a map where this seems to be a bit balance (map name is battle on the seven seas). For Necro, they gave them couple of peasant dwellings, and one dread knight far in an island. For fortress, they gave them 3 or 4 dragon fly hives (where you kill dragon fly and get wyvern as reward). For stronghold, it was given 2 thunderbirds dwelling (they this because its the only flyer unit). For inferno, they were given 2 efreeti dwelling (guarded by strong guards). castle had refugee camp dwelling whereas tower had no dwelling.
you can still do whatever you want, but I feel that either make the strong slow units dwellings for all, or make flyers for all (so either all have golem, demon, dendroid, and gorgon, or all have efreet pegasus, wyvern and genie + gargoyle)
5-) I like that there were special buildings near each town that no other one had (uni for tower, dragon thing for fortress, shop for inferno, and seers hut for rampart)
6-) also one last comment about artifacts: you said that you think they are too strong and you want to make them little weaker? do you think that is necesary? maybe you can make the monsters defending the artifacts a little stronger instead? (say 50 hydras instead of 20?)
usually I play wog and make monsters stronger in wogification, so xD
Edit:
7-) I just noticed that its not very easy to reach your opponents. That definitely will make navigation heroes important
ummm, overall I think this map is cool. maybe we can play it together sometimes? do you use game ranger or something?
keep up the good work!
|
|
brittaintrail
Tavern Dweller
|
posted August 23, 2016 02:55 AM |
|
|
Okay, I fixed the lava flows (mostly), thanks for pointing that out, I didn't realize those were supposed to be pouring into the ocean. Fixed the creatures guarding the inferno stuff so hopefully it is fair and balanced.
I dumbed down the artifacts and the main reason was because on my initial play through I had angel wings, and was like well that's broken... so yea. Though the necromancer boots weren't exactly helpful.
I edited creature dwelling so everyone has a 2,5 and lvl 6 creature dwelling, this give each faction and extra flier/shooter/tank or extra flier/tank/heavy hitter more or less.
Everyone actually has a seers hut... btw, tied to a little day 9 tip that tells you where to go to retrieve the item you need. Seer hut for tower gives +8 power, for inferno +8 atk, for fortress +8 def, for rampart +8 for wisdom (I think maybe i should change to attack or def and should probably reduce all of them to 5 or 6 that or really buff the monster with the item.
____________
|
|
|
|