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Thread: Fan made maps: recommendations | |
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UnkaHaakon
Responsible
Famous Hero
happily tilting at windmills
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posted May 17, 2002 06:30 PM |
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Fan made maps: recommendations
On another thread, we were discussing maps, and it was suggested that somebody should start a thread to point out maps they liked on such sites as heroes4.org, Maphaven, etc.
So, here it is.
A couple from me:
BladeX's "Island of the Lizard King" found on his site. Hero's 4 outpost
Some nice scripting, and the final battle was epic.
on http://www.heroes4.org try "Islands". A big map with lots of possibilities for exploration. I finished with a Level 29 Seer and a level 26 Warlock.
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Some people say the glass is half full..Some people say it's half empty... I say "What're you asking me to drink?"
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arachnid
Promising
Famous Hero
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posted May 17, 2002 06:48 PM |
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very nice wee site, ive downloaded the only one i think i can due to version differences 1.0, i never knew they was two other versions?
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BladeX
Adventuring Hero
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posted May 17, 2002 08:04 PM |
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you like that map huh? well i just made an even better 1!
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Dismay
Known Hero
Dark Knight
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posted May 17, 2002 08:12 PM |
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BLADE is Script MASTER he knows all and his maps KICK ASS!!!!
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BladeX
Adventuring Hero
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posted May 17, 2002 08:45 PM |
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Quote: BLADE is Script MASTER he knows all and his maps KICK ASS!!!!
heheh well i do know A LOT about scripting in homm4. but there are some things i don't understand. like numeric variables i'm not 100% on the things you can do with that...and what the hell does NEGATE DO??
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted May 18, 2002 06:35 AM |
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I really don't know what the negate is but numeric variables are the best things in this editor if you ask me. I don't know how to explain them but in a LOTR map I'm making there's a script that if the ring is given to anyone else than frodo, the ring "charms" (some demons attack)him/her. In that script I made a numeric variable named "Demons". Then I made the conditional action that if the "Demons" is one, some imps attack you. After combat I increased the variable and but an another conditional action to the else section. If the "Demons" is 1 some cerberus attack you. And so one until the devils comes in. I'm also making a map where I use numeric variables to make some random events to the map.
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BladeX
Adventuring Hero
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posted May 18, 2002 11:46 AM |
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Quote: I really don't know what the negate is but numeric variables are the best things in this editor if you ask me. I don't know how to explain them but in a LOTR map I'm making there's a script that if the ring is given to anyone else than frodo, the ring "charms" (some demons attack)him/her. In that script I made a numeric variable named "Demons". Then I made the conditional action that if the "Demons" is one, some imps attack you. After combat I increased the variable and but an another conditional action to the else section. If the "Demons" is 1 some cerberus attack you. And so one until the devils comes in. I'm also making a map where I use numeric variables to make some random events to the map.
send me a copy of the script i'd like to study it. sounds like another good tutorial i could make.
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Dismay
Known Hero
Dark Knight
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posted May 18, 2002 03:11 PM |
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Here some map that i'm working on it ... Thanks for Blade's Tutorials
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Xenophanes
Promising
Famous Hero
Chief Consul to Queen Mutare
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posted May 18, 2002 04:37 PM |
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I can't find Islands, but I dled this one map called "RPG HEROES." I've been making a map like this (modled after D&D, though) and am about 80% done. One look at this map scares me. It obviously hasn't been thought through or worked out; indeed, someone could have banged it out in ten hours. That's the problem, is that some sites will accept just any map, therefore, we get things like that. I'm going to have to go and work on mine some more...
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<Dragons rule, Titans drool!>
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Largo_LeGrande
Promising
Known Hero
from the Carribean
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posted May 18, 2002 06:41 PM |
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I have a hint for RPG map makers: make an event (conditional action) that tests a stat like ranged attack skill (IF random number(use "dices") is greater or equal the hero's stat then something positiv, else something negativ). It could make some Game Master feeling to the map. And for BladeX, I'm not finished the scipt yet, looks that the scipt I'm doing is too hard. And that Mummy map rocks!
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BladeX
Adventuring Hero
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posted May 18, 2002 09:37 PM |
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Quote: I have a hint for RPG map makers: make an event (conditional action) that tests a stat like ranged attack skill (IF random number(use "dices") is greater or equal the hero's stat then something positiv, else something negativ). It could make some Game Master feeling to the map. And for BladeX, I'm not finished the scipt yet, looks that the scipt I'm doing is too hard. And that Mummy map rocks!
Glad you like it i had fun over the 2 weeks making it!
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Xenophanes
Promising
Famous Hero
Chief Consul to Queen Mutare
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posted May 19, 2002 04:10 PM |
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You finished a map in two weeks? How? I've been working on mine for about a month! Unless, do you make maps as your biggest pastime?
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<Dragons rule, Titans drool!>
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BladeX
Adventuring Hero
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posted May 19, 2002 05:53 PM |
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Quote: You finished a map in two weeks? How? I've been working on mine for about a month! Unless, do you make maps as your biggest pastime?
well i have been making maps since homm 1 so i've had a lot of experience on what a map should look like and how efficiant to make it.
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Dismay
Known Hero
Dark Knight
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posted May 19, 2002 08:15 PM |
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i dont remember that homm1 had map editor ..
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BladeX
Adventuring Hero
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posted May 20, 2002 10:25 AM |
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Quote: i dont remember that homm1 had map editor ..
yeh homm has always had a map editor. although the homm1 editor was very primitive.
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Scripting made easy...http://h4o.cjb.net
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kevyip
Adventuring Hero
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posted May 20, 2002 06:24 PM |
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Quote:
Quote: You finished a map in two weeks? How? I've been working on mine for about a month! Unless, do you make maps as your biggest pastime?
well i have been making maps since homm 1 so i've had a lot of experience on what a map should look like and how efficiant to make it.
I have to say, designing a map in two week is an amazing feat. To me, anyway. If you mean designing and playtesting one in that amount of time, that would be even more so. I've been working on one map for the past month, having designed, playtested one, but didn't like, scrapped, and re-designed it all over. Perhaps I'm demanding too much, but I want landmark quality scenaries as in the "Final Conflict" map by Team Elite, complex and sprawling routes, tricky-to-find locations, and of course, challenge.
One of the best maps I've ever played was the "Arrax the Jerk" scenario that came with HOMM2. (Remember that one?) THAT map represents a lot of things I aspire to do as a mapmaker.
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BladeX
Adventuring Hero
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posted May 20, 2002 07:47 PM |
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Quote:
Quote:
Quote: You finished a map in two weeks? How? I've been working on mine for about a month! Unless, do you make maps as your biggest pastime?
well i have been making maps since homm 1 so i've had a lot of experience on what a map should look like and how efficiant to make it.
I have to say, designing a map in two week is an amazing feat. To me, anyway. If you mean designing and playtesting one in that amount of time, that would be even more so. I've been working on one map for the past month, having designed, playtested one, but didn't like, scrapped, and re-designed it all over. Perhaps I'm demanding too much, but I want landmark quality scenaries as in the "Final Conflict" map by Team Elite, complex and sprawling routes, tricky-to-find locations, and of course, challenge.
One of the best maps I've ever played was the "Arrax the Jerk" scenario that came with HOMM2. (Remember that one?) THAT map represents a lot of things I aspire to do as a mapmaker.
the only thing i playtest in my maps is the scripts. while i'm making it i test each script to make sure it is in perfect working order. the way i make a map is this:
1. paint in the terrain
2. add the scripts
3. add the boundries, mountains, forests etc
4. add treasures and monsters
5. add artifacts
6. add scenary and beatify map.
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Scripting made easy...http://h4o.cjb.net
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kevyip
Adventuring Hero
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posted May 20, 2002 08:16 PM |
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Edited By: kevyip on 20 May 2002
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When I playtest, I also check for "playability". I guess a more experienced designer would be more intuitive about that. The reason I scrapped my first map was that when I actually played it, it didn't meet my expectations. It just...just...just wasn't the transcendent experience that I had hoped for!
I'm designing a small map, and the toughest thing for me is to ensure during the late stages of the gameplay there will still be something interesting for the player to do.
Alsom for a small map, where the spacing is often tight, I frequently check for *passability*. Sometimes even when it seems it is passable, it is in fact not.
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BladeX
Adventuring Hero
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posted May 20, 2002 09:14 PM |
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most of the time when i'm making a map i leave passibility check (ctrl+P) on the whole time.
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Scripting made easy...http://h4o.cjb.net
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Xenophanes
Promising
Famous Hero
Chief Consul to Queen Mutare
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posted May 21, 2002 01:43 AM |
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I used to do that in Heroes III, but I like doing it freehand more in IV(don't ask me why). I do, though, do a Passability check after I lay a lot of objects down, though.
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<Dragons rule, Titans drool!>
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