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Ostatnio odwiedziłeś nas:
Obecny czas to: 2024-04-25 12:47:07
Autor Wiadomość
Ururam Tururam



Dołączył: 17 października 2002
Posty: 164
Skąd: Próżnia między światami

Wysłany: 6 stycznia 2004     Discussion summary: Adventure map Odpowiedz z cytatem

======
SUMMARY
of a discussion
that took place in the Behemoth's Lair community
(http://heroes.net.pl)
on the topic
"What adventure map for Heroes V".

Prepared by
Ururam Tururam (ut@heroes.net.pl)

The community of the Behemoth's lair organized a discussion on
the question "How the adventure map of H5 should look like?".
Both members and guests were allowed to express their opinions in the
discussion. The results follow.

There were 28 posts in the debate.
It is noteworthy that among the disputants there were quite a few
mapmakers - persons whose knowledge about the game is
undoubtedly greater than the one of average player or even an
average fan.

There was no poll, for the whole matter seems to be somewhat
multidimensional, thus the opinions in this summary are grouped by
its aspect.

Below: each opinion started by a dash (-) appeared once. An asterisk
(*) denotes multiple occurrences of a given point of view.


------

MAP SHAPE(S) & SIZE(S)

- Preferably 5 sizes: from XS(36grids), S,M,L, to XL(180grids).

* Five sizes from S(40grids) to XXL(200grids).

- Five sizes from 32*32 to 156*156.

* The map editor should allow creating a map of any size for example
from 32*32 to 1024*1024 grids. If one wants 515*66 - why not?

* The editor should allow using different topologies not only a flat surface.
The globe topology would be perfect, but the toroid topology (a square
with the upper border connected with the lower one and the left one with the
right one) is also acceptable. Circular maps could also be interesting.

- Four sizes like in H3 and H4 is enough.

- Allowing creation of huge maps is dangerous because it may result in
a large number of large and boring scenarios.


------

NUMBER OF LAYERS

* At least 2!

* The number of layers should be variable to allow creating “tower-like”
scenarios. It could be 1 or 2 for very large maps and 1 to 8 for small ones.
There should be go_level_up / go_level_down passages.

- Three: earth, underground, sky (accessible only for an army with no
non-flying creatures).

- There should be as many layers as the mapmaker desires. Perhaps up to 8.

- Four: earth, 2*underground and sky.

- It would add a spice if some special abilities of creatures were usable only
on certain layers.

- “Sky” layer for flyers only, no huge creatures under the surface.

- The layers could be used sometimes as alternative planes of existence with
mapmaker-defined parameters.

- Three layers: two underground and ground. No more!

* Only ground and dungeons. No sky.

- And what about creating an underwater level?


------

GRID ORIENTATION

- The straight orientation like in H3 is better to manage.

- Diagonal one better suits the elevation tool.

- Diagonal, but all of the accessible object should have L and R
counterparts.

- This is a problem of no importance.

* Diagonal looks better.


------

MAP LOOK

- The adventure map should occupy more screen space than it did in
Heroes IV. The size should be resolution-independent.

- Adding of weather effects would be nice.

* The objects should be more proportional to each other than it was before.

* The proportions are not so important. Heroes were symbolic from the
very beginning.

- The look of H4 was well but the candy-like colors were awful. Similar
look and darker colors - this is what I want.

- The colors should be more intensive like in Heroes II.

- The mapmaker should be able to define the fog of war level on the map:
no, H3-like, H4-like.

* The look of an army (or a hero) on the adventure map should depend on
the terrain: dirty on dust with feet in a mud on swamps, leaving traces
on snow (lasting 2-3 days or so).

- There should be much less possibilities of leaving accessible grids behind
terrain obstacles.

======

___________
Hoc est opus!
(Caffa et bucella per attractionem corporum venit ad stomachum meum.)
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