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>> No.6532951 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
6532951

>>6532751
here are the official town colors

>> No.6275069 [View]
File: 1.59 MB, 1026x814, Town_Colors.png [View same] [iqdb] [saucenao] [google]
6275069

>>6275037
I have noticed the AI in 4 seems to outright skip over certain monsters.
Might go back to 4 soon. God I wish it had more large and XL maps. Is the gog version any different from the box version?
I know it gets alot of hate but honestly, from a gameplay perspective its probably my favorite game. Its just the lack of large maps. 2 had the best maps hands down.
>>6275053
Only if we get feisty.

>> No.5992298 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
5992298

>>5992162
for a map I intend to make:

castle (Whitestone, Armitage, Highcastle, Gateway)
rampart (Emerald Moor, Gladeroot, Rainhaven, Elfwind)
tower (Athenaeum, Cloudspire, Mystos, Fallenstar)
stronhold (Drago Breach, Hartgrim, Rockwarren, Battlement)
fortress (Mosswood, Hermit Cove, Lostmoor, Edgewater)
cove (Jollyroger Bay, Black Lagoon, Skull Cove, Crossbones Keep)
conflux (Valtara)
Inferno (Tartarus, Abaddon, Gehenna, Cinderspire)
Dungeon (Darkhold, Deepshadow, Evernight, Chillwater)
Necro (Cessation, Sanctum, Terminus, Haunt's Wind)

Conflux and I guess cove will have to be neutral.

>> No.5981351 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
5981351

Does anyone else wish there were maps where you started off much slower? Like, you start with just a hero, near a grey town(s) where nothing is built, not even a tavern. Tons of monsters on the map guarding pretty much everything, some of whom you won't be able to beat for weeks. Carefully placed map locations (like mercenary camps or colliseums), instead of them just being haphazardly scattered everywhere, sometimes in multiple locations on the same map.

Slower progression, mainly. It bugs me that there basically aren't ANY like this. I can understand *most* being normal.

>> No.5400123 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
5400123

3 primary colors (red, blue, yellow)
3 secondary colors (green, purple, orange)
no colors (white), all colors (black), a mix of black and white (grey), a mix of some colors together but not all (brown)
pink is just red mixed with white, you can do that with any color but "pink" always gets special recognition
and teal is just blue + green, maroon would have been another good color of that type to add (red + purple)

for some reason, they went with two of the primary colors (each flag has gold as a secondary color, so I kinda get why they didn't use yellow), all the secondary colors, and .....pink and tan (not brown, no, just tan)
pink does fit conflux pretty well, but they never added a 9th flag color
they can't use white, because that's the surrender flag
they didn't use black despite it fitting necromancer perfectly (add a skull+crossbones and it fits both necro AND cove, though if you did that I'd say purple should go to necro)
grey is the "nobody owns this" flag
couldn't use gold and silver because gold is the "best" and silver is always secondary to it, also gold is every flag's secondary color
about the only thing left is "rainbow", "tie dye", or "opal", which of course they won't do

you'll note that heroes 2 with it's six factions used just the primary and secondary colors

>> No.5294303 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
5294303

in 2012, before I ever came here, I got back into homm3 and was working on making a custom map, but my hard drive died and I lost it

It had 4 towns of every faction in their home terrain, but 1 of each was isolated from the others (so each terrain exists twice; once large, once small)
each (large) terrain had access to water that touched every other terrain, albeit not equally (water was mostly on the left half of map)
each faction's main necessary resource (for lvl 7's typically) was not present in their own terrain
each town started with nothing but a town hall (and all of them start out grey with weak defenders), and while there were plenty of monster dwellings, they were all guarded (by their own monsters)
all mines were "abandoned" and guarded, usually twice I think (once outside, once inside), but the resource type was hand-placed
you start with one random might hero and one random magic hero, each of your faction type
there were roads of each type in each terrain, but only to and from certain things and not many of them (I think typically the roads didn't lead out of the terrain, and may only have connected faction towns with each other, but I don't remember for sure)
there were border gates at each entrance to another terrain, each guarded by neutral (I think) monster types that were tough enough (or so I intended) that you'd need to be built up a bit to get past; I'm talking the border gatehouse things, not simply monster stacks
I did my best to balance the misc structures around the map so that nobody had a particular advantage

I like early game play, so I wanted the player to be weak for a long time, even though its an XL map

Aside from diplomacy, how might such a map be fucked? I know the actual layout and details matter and you can't see them, but still. I've never played competitively or had an interest in that; I just wanted a good enjoyable map that had everything without being gimmicky.

>> No.4276472 [View]
File: 1.59 MB, 1026x814, Town Colors.png [View same] [iqdb] [saucenao] [google]
4276472

let's argue over this

>> No.4250020 [View]
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4250020

>>4249985

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