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Since the topic already exists, I won’t create a new one. I’m looking for scenarios or campaigns with a good plot and a decent amount of text to pass the time. If anyone has something interesting, please share it.
I am ready to provide maps to anyone who wants them (only selected ones).
"Desert Warriors - Fight against Death"
"Desert Warriors II - Orc Empire"
"Desert Warriors III - The Rise of Evil"
"Truth - Mating Season of Monsters" (demo version) :)
Campaign - "Endless War", I am creating the 19th map.
If you are interested, write in this thread the name of the map you would like to receive.
Map "battle"
76*76
3 players, 3 Castles.
The map is easy and quick to play.
I advise beginners to explore the Dungeon (for the Grail).
The map was created in the editor of the original fourth game.
Feedback here: [email protected], all this and much more at http://vladislavelikiy.narod.ru/ :rolleyes:
I am ready to provide maps to everyone who wants them (only the best ones). "Warriors of the Desert - Fight against Death" "Warriors of the Desert II - Orc Empire" "Warriors of the Desert III - The Rise of Evil" "Truth - Mating Season of Monsters" demo version :) Campaign - "Endless War", I'm making the 19th map.
Everyone who wants to, write in this thread the name of the map you would like to receive.
Map name - Lands of the Elements Size - (small) Game version - Heroes 4 - original version 2 players, and 2 castles Simple map without any scripts You can send feedback to the email address [email protected], or via ICQ 440079651
A revolutionary new map. Size L, no underground areas. Only charm and navigation skills were removed as unnecessary. The map is designed for two human players in a network game or on the same computer. The balance allows you to play as any faction. The map has been tested, and it's very fun to play; it's unlike anything else.
The system features local battles between players; you won't have to fight bots (except for treasure chests), even for your lumber mill (and other mines). You'll be fighting against another player. I repeat, the balance is "cheesy." I've only played with 4 heroes for 9 years. Masters will, of course, find something to change; the map is only 2 weeks old. I advise playing immediately with two players without studying the map in the editor. The only problem is that it might not launch; I don't know why, but it happens rarely, possibly due to the license; in that case, just restart.
You can also play single-player, by the way. If you have any questions, write to [email protected] or find me on VKontakte, Andrei Volandu, from the city of Omsk.
Such schemes are much easier to implement using the "CHANGE OWNER" script. There is no need to cover everything with garrisons. Moreover, constant battles against an opponent prolong the game.
Do as the critic does: Something like this: Please describe in more detail how to change the owner; I think you misunderstood a lot about this map. If you help improve the interface, I'll be glad. But the most important thing in a map is balance. "It makes the game drag on" – did you mean that it's hard to stop playing? Yes, you're right.
I didn't analyze your map. I didn't try to understand it. I wrote about the large number of garrisons placed around each object. Why? Just place neutral units and create a script. A similar idea is implemented in some maps, but only on important objects. For example, in Circle of Life, the opponent controls the neutral monsters, breaking through to the 3rd castle and completing the quest for the major.
I haven't created such a map myself, but I helped Lars build Will and Reason, where in the first week, the player has to fight neutral units controlled by the opponent. The idea was that in the first week, there aren't particularly long actions, and you can diversify the game with a fight against the opponent. But only in the first week. Then the game progresses on its own. Because if this continues throughout the game, it will only get worse - the turns will be long, and it's unknown when the opponent will attack "your" neutral units... constantly waiting in front of the monitor is terrible. It's much simpler - you play for a while and know that you have 10-20 minutes of free time. That's what I wanted to say.
That's what a critic would say. Something along those lines.
I don't know about the respected Strannik, but I'll speak as a mapmaker with a lot of experience.
The map interface (landscape, nature, etc.) - let your imagination run wild, and that's it. If the map is empty and doesn't look interesting, I won't even want to play it.
Could you elaborate on changing the owner? I think you misunderstood a lot about this map.
Object properties (mines, etc.), assign a garrison ==> events ==> standard events ==> attacked ==> select the "script" tab. By default, it says "sequence," leave "sequence" at the bottom, and look for the "new" button. ==> change owner, select the enemy's color, and click "OK."
If you simply place neutral creatures with a script, and they change ownership while remaining alive, they will start moving around the map, which won't happen with a garrison. If you're suggesting neutral creatures with scripts in garrisons, I don't see the point. Because I can see the opponent's garrisons and roughly know when they will attack. This is more interesting than garrisons with scripts. The game progresses quickly. If the connection is good, you play both your turn and your opponent's turn. But, of course, it requires constant attention; it's not about defeating bots. Everyone who has tried playing this map in regular games simply doesn't want to play against bots. Try it yourself. But the map is designed for experienced players who focus on quickly capturing garrisons, not on accumulating resources. The player who quickly captures the necessary garrisons while playing against an opponent, rather than against bots, will win. However, skipping turns can also be effective when both players are inexperienced or one isn't trying very hard. I'm not arguing that such tactics haven't been used before, but the focus has always been on the ability to defeat bots and exploit AI errors. I was able to minimize this. Bots are only present at treasure locations, simply because scrolls are randomly distributed, and if I've already placed Mage Towers, I place them there too. And I even provide them with protection. And the terrain is actually quite varied, perhaps not as noticeable in the editor. For online play, honestly, maps should only be like this; the main thing is to calculate the balance, 99% of the time. Sometimes there are single-player masterpieces, but those are separate games. For example, I recommend "In the Name of Death." But my type of maps allows for many new possibilities for creating heroes with unique characteristics. And most importantly, I don't know why, but sometimes the game says the file is corrupted, hence the name. Maybe it's because random heroes are placed in garrisons? As one guy said, "It's cool; heroes are taken prisoner, and then you capture the enemy's Castle and free them all."