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Do you enjoy designing maps?
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The other day, I was working on a map design. I was feeling so lazy. That's probably why it's not turning out very well. :)
So, the question is: does anyone else enjoy doing it?
Besides me, other mapmakers aren't doing very well either (it's just my opinion, of course). They prefer scripts or gameplay more and more.
Are there any people interested in this area?

Well, anyway: let's just talk about map design.
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Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Dyrman
The other day, I was working on a map design. I was feeling so lazy. That's probably why it's not turning out very well :)
So, the question is: does anyone else enjoy doing it?
Besides me, other mapmakers aren't doing very well either (in my opinion, of course). They prefer scripts or gameplay.
Are there people who are interested in this area?

But anyway: let's just talk about map design.
The most boring and uninteresting part of creating a map is the design, and then you also have to place all sorts of little details like stumps ;) . I like it when everything looks beautiful (for example, trees grow where they should and not sticking out of rocks) - but I have to force myself to do it - it's better to embellish it with my own models :D
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I wouldn't mind helping with the design; as an artist, I find such things very interesting. However, I'm currently working on my own long-term project, which also requires a lot of design work. But if needed, I can join your map project (to take a break from my own).
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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KioM
I don't mind helping with the design; as an artist, I find such things very interesting. However, I'm currently working on my own long-term project, which also requires a lot of design work. But if needed, I can join your map (to take a little break from my own project).
Well, if it's a long-term project, it's better to choose just one. After all, your own project is more important. ;)

Ideally, you can distribute the workload correctly if everything is clearly divided (design, gameplay, scripts, quests...). It might hurt your ego a little, but it will result in more good maps.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Dyrman
Well, if it's a long-term project, it's better to choose just one. After all, your own project is more important ;)

Yes, of course, but it's useful to take a break from your own map (it's actually beneficial for your project). It gets boring to work on just one map, but when you change direction and then return to your map (so to speak, with renewed vigor), the result is even better than you expected.
Dyrman

In theory, you can properly distribute the workload if you divide everything (design, gameplay, scripts, quests...). It might hurt your ego a little, but it will result in more good maps.

I partially agree, but when you work on something collectively, many things have to be redone later on. Each person contributes something of their own, and this "something" doesn't fit into your original idea. I once worked on developing an online RPG game in this way. We recruited a team of 10 people and started writing a Dungeon from scratch. As a result, the work went faster, but the final result took significantly longer compared to if you were working alone (because you have to redo things). So, there are both pros and cons
Карты для Heroes V: Повелители орды:
Multiplayer: Господство, Извечное противостояние, Война за Магию, Торговая империя, Анатомия войны, Эксперимент
SingleScenario: Последний Рубеж, Трон, Элиралис, Вернуться домой!, Лабиринты разума
Campaign: Колонизация
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KioM
I partially agree, but when you work on something collectively, many things have to be redone later :) Each person contributes something of their own, and this contribution doesn't fit into your initial idea. I once worked on developing an online RPG game in this way – we gathered a team of 10 people and started writing a dungeon from scratch. As a result, the work went faster, but the final result took significantly longer compared to if you were working alone (because you have to redo things :)). So, there are both advantages and disadvantages.
Therefore, only good planning and coordination can eliminate these problems ;)
The plan can be general, and everyone can "work on it" separately :)
The fact that people contribute their own ideas is great. This eliminates a certain monotony and adherence to a specific style. Of course, you need to coordinate, but the main thing is to communicate in the same language.

Oops.:rolleyes: We've strayed a bit from the topic.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
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Design is a very important component of a map. Yes, it's a difficult and tedious process. But when you look at the map design and can say that it's good, then the map can be considered almost finished. The same applies during testing. Some scripts may not work correctly, the neutrals may be too strong or too weak, but it is the visual appearance that allows you to confidently say whether the map is playable or not (at least whether it will be playable after adjustments).
 

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