Edited by Betruger at 06:53, 30 Sep 2006.
Heh, not really During testing I've noticed that AI always chooses that way, but in multiplayer games I've played, my opponents always chose to go for the middle. After all, there is much to gain from utopia and hill fort.
Breaking south-east on the other hand, might result in capturing opponent's town because there's a teleport there nearby, leading straight to enemy castle.
And finally, one can break through north-west, with a semi decent secondary hero, which also happend in my multi games.
Truth is, this map is terrible to play in singleplayer, because AI always seems to behave the same way, breaking through south-east around week 3 / week 4.
- A few things on the Hourglass map 1.3.
- on the additional lvl 4 guard in the middle corridor ( leading to the "lighthouse" Island. I addition to that,I would say, put in a similar lvl 4 guard on the corridor,leading to the shipyard/resource Island too.
- Intended or not !? I am able ( both red and blue ) to actually zig-zag through the underdark area, where there are alot of creatures + resources ( the area I refer too as "diplomacy- area" ) And hence I get access to alot of free resources. As I said, intended or ?
- I have tested both sides several times and the underdark lvl 7 dwelling works as it should now ( even Necro/Dungeon dosent get mixed up now, as jrholdt mentioned previously ).
- Maybe - x-fer the Hill-fort with an additionally lvl 7 dwelling to make it more "worthwhile" the trip ?
- One can't dock on the "lighthouse" Island anymore ( without fighting ) as it should be.
- The gold mine ( in my opinion ) should be guarded too.
thanks for the feedback.. Ill touch on each thing you pointed out.
-I tried to keep the map fairly similar to the heroes 3 version, so the guards and placements are specific for that.
-Same goes with the hillfort.. the hillfort actually isn't so much for your troops (altho it can be used that way) it was made in the original map to upgrade any troops that join you. So its kinda purposely left far away and not very convenient.
-As for the gold mine.. same reasoning as above. In beginning the map is intended to be easy to build, but as u get later in the game you have to decide what you want to build in the 3 towns u should have and resources start to fall short.
- I see your point on the Hillfort , but I still think there should be a switch.
- I do, however , think I have found a minor bug more. On sea ( in "both" areas when you come too close to the shroud/edge of the screen you actually dock, yes you can get in the boat again. Well just a minor one, but worth mentioning.
Here's a small 1v1 map. The 2 opponents are on 2 sides of the valley. You share the same resources so you can starve each other. The way is blocked by border guards so there wont be much rushing.
Feel free to give me feedback and I'll fix anything.
A very nice small map with many possible ways to play it. I like what you have done with garrisons and the outer castle walls are a nice touch. The use of elevation with the castles is sweet.
chessie, email me a h5m version, thanks.
Edited by fiur at 23:30, 02 Oct 2006.
Edited by Erdoveth at 22:23, 01 Oct 2006.
So here i go, with my map Two Coast. That is 136X136 map buld for multyplayer. Version 1.3 of map.
Soon will be version 1.4 of that map. Arleady have Russian version English will be after test, Russian one.
Also, this is the first map i saw, that actually has a working PWL picture attached.
Looks very promising, can't wait to play on it!
Edited by fiur at 00:41, 02 Oct 2006.
Finished "final controvesry 5", didnt notice anything strange.
Edited by hiv at 10:24, 02 Oct 2006.
Do you need any of the other maps I posted here e-mailed?
chessie, sxshopper, just post the h5m map here, I didn't get any in my email... did you email it to admin@toheroes.com ?
so this is'nt the correct E-mail: vesuvius@simyar.com ???
well, my map's h5m is posted here as well....anyway i have just sent the file on your e-mail too.