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Niphire
04-30-2011, 01:33 AM
I couldn't find a topic on this already, so if it's there it's probably outdated... I got a few ideas that I would like in the map maker tool.

1. Being able to disable town conversion.
If I want to make a sanctuary temple in a lush forest, I don't want somebody to convert it to inferno. A small checkbox would be nice. Maybe you could also be able to restrict what factions the town could convert to. For example it can convert between inferno and necropolis, but can never be sanctuary.

2. Being able to disallow certain units being trained.
If I want my sanctuary temple to be guarded by Coral Maidens and Kirins only, I'd like to be able to make it so. Checkboxes like in H3 map maker. For example, you could disable kappa upgrades and shark warrior totally, so that when you build Creature Dwelling 1, you can train kappas and coral priestess. If you upgrade it, then you can train kappas (not Shoya) and Pearl Priestess.

3. I expect you to be able to disable certain buildings of course...

4. Being able to set "sleeper mines", that is, resources that doesn't show at all until some point in the game, were it springs up. (Someone obviously made a foundation of a dragon vein or something, and will probably guard it for his own gains too) That could offer more dynamics of a map, since some areas can be worthless early game, but suddenly become very attractive and worthy to fight for lategame.

5. Question: How will the "resurce fort" and mines linking to town work, exactly? Do you link them in the map maker or do they just link to the closest possible?

I hope I'm a step behind the developers here. =)

Niphire
04-30-2011, 01:33 AM
I couldn't find a topic on this already, so if it's there it's probably outdated... I got a few ideas that I would like in the map maker tool.

1. Being able to disable town conversion.
If I want to make a sanctuary temple in a lush forest, I don't want somebody to convert it to inferno. A small checkbox would be nice. Maybe you could also be able to restrict what factions the town could convert to. For example it can convert between inferno and necropolis, but can never be sanctuary.

2. Being able to disallow certain units being trained.
If I want my sanctuary temple to be guarded by Coral Maidens and Kirins only, I'd like to be able to make it so. Checkboxes like in H3 map maker. For example, you could disable kappa upgrades and shark warrior totally, so that when you build Creature Dwelling 1, you can train kappas and coral priestess. If you upgrade it, then you can train kappas (not Shoya) and Pearl Priestess.

3. I expect you to be able to disable certain buildings of course...

4. Being able to set "sleeper mines", that is, resources that doesn't show at all until some point in the game, were it springs up. (Someone obviously made a foundation of a dragon vein or something, and will probably guard it for his own gains too) That could offer more dynamics of a map, since some areas can be worthless early game, but suddenly become very attractive and worthy to fight for lategame.

5. Question: How will the "resurce fort" and mines linking to town work, exactly? Do you link them in the map maker or do they just link to the closest possible?

I hope I'm a step behind the developers here. =)

Dreamwright
04-30-2011, 07:31 AM
I believe town conversion is not mandatory, and that the areas of control are defined by the mapmaker. I know that buildings can be disabled. Not sure about the remaining requests, though I can't see why they shouldn't be possible.

Marzhin93
04-30-2011, 08:37 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Niphire:
I couldn't find a topic on this already, so if it's there it's probably outdated... I got a few ideas that I would like in the map maker tool. </div></BLOCKQUOTE>

Hiya Niphire,
I guess that's typically a question for me http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif


<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">1. Being able to disable town conversion.
If I want to make a sanctuary temple in a lush forest, I don't want somebody to convert it to inferno. A small checkbox would be nice. Maybe you could also be able to restrict what factions the town could convert to. For example it can convert between inferno and necropolis, but can never be sanctuary. </div></BLOCKQUOTE>

Disabling town conversion is possible http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
But as far as I know, it's either you allow conversion or not, but you cannot say "you can convert to this faction but not this one". Now I'm pretty sure it's doable with triggers http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">2. Being able to disallow certain units being trained.
If I want my sanctuary temple to be guarded by Coral Maidens and Kirins only, I'd like to be able to make it so. Checkboxes like in H3 map maker. For example, you could disable kappa upgrades and shark warrior totally, so that when you build Creature Dwelling 1, you can train kappas and coral priestess. If you upgrade it, then you can train kappas (not Shoya) and Pearl Priestess.

3. I expect you to be able to disable certain buildings of course... </div></BLOCKQUOTE>

You can disable buildings and dwellings as always http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">4. Being able to set "sleeper mines", that is, resources that doesn't show at all until some point in the game, were it springs up. (Someone obviously made a foundation of a dragon vein or something, and will probably guard it for his own gains too) That could offer more dynamics of a map, since some areas can be worthless early game, but suddenly become very attractive and worthy to fight for lategame. </div></BLOCKQUOTE>

Now that's a bit more advanced, but it should be possible to do with triggers, either by disabling a building at start and enabling it later, or by opening a new path leading to an undiscovered mine... I'm not sure you can make a mine appear from nowhere though, but maybe it's possible.

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">5. Question: How will the "resurce fort" and mines linking to town work, exactly? Do you link them in the map maker or do they just link to the closest possible? </div></BLOCKQUOTE>

The mapmaker determines the areas of control (it's basically like painting an area with a certain colour, and all the buildings in that colour are part of the same Area). If the mapmaker doesn't put Areas of control, the game works as in old Heroes http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Except for the adventure map dwellings, since they work a bit differently in H6.

Niphire
05-04-2011, 07:00 AM
Whoa! Thanks a LOT for those fine answers! =) Looking good!

Nxss
05-04-2011, 12:25 PM
Marz,

I have to say that your previous post answering questions was awesome. There should be a lot more of that! To an extent. Most of us understand you or any of the dev team can answer all questions because you are not allowed. However, I have a question! Could you send me a copy of the version you have now? I swear, I will not tell anyone! It will just be between you and I! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Ro.Floro
05-04-2011, 01:42 PM
Good one Nxss http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif). LMFAO!!!
You post it on a forum for everyone to see...and you expect it to be between you and Marzhin http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)
You may be referring to the fact that if he sends you the game, you won't tell anyone.... http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif