New Map: Playground of the Gods

Discussions about the latest news in the Might and Magic community.
User avatar
Angelspit
CH Founder
CH Founder
Posts: 6745
Joined: 18 Nov 2005
Location: Angelspit
Contact:

New Map: Playground of the Gods

Unread postby Angelspit » 24 Nov 2006, 02:35

With Battle of Androna (8.27 with 22 votes), Fury of the Elements (9.22 with 13 votes) and now <a href="/https://www.celestialheavens.com/search ... Playground of the Gods</a> (9.75 with 4 votes), <b>myythryyn</b> is certainly one of the best mapmakers of the Heroes V era. His new creation is an extra-large map with six playable sides.



<i>"Each faction is placed in this magic realm and must fight to the death. Even the Academy wizards, who refuse to worship the Dragons, are given a place. Perhaps the wizards are placed either as punishment for their arrogance at believing that one day their power might equal the Dragons, or as a chance to prove themselves."</i>



Be warned that the map appears to be unplayable with only 512 MB of RAM: each turn will take forever and you will eventually give up.

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1164335710
I'm on Steam and Xbox Live.

User avatar
omegaweix
Scout
Scout
Posts: 177
Joined: 12 Jan 2006
Location: mainly the land of grumbling... oh yes, and Mozart

New Map: Playground of the Gods

Unread postby omegaweix » 24 Nov 2006, 10:01

Great map but turns take pretty long with 1,5 GB of RAM too.

Guess my processor or Heroes 5 itself (or both) aren't made for such large maps!

I would like to see mythryyn doing a "normal" large map sometimes in the future, cause his mapmaking skills are just fabulous!



edit: 1 typo
Edited on Fri, Nov 24 2006, 05:03 by omegaweix
plastic people

silicone

never let them in your home

myythryyn
Assassin
Assassin
Posts: 293
Joined: 05 Sep 2006

New Map: Playground of the Gods

Unread postby myythryyn » 24 Nov 2006, 14:35

yes it would seem i have discoverd the limitations of the game engine in how many objects it can handle on a map. its disspointing to have a map idea ruined by a poorly designed game engine. there should be no reason for a map slowing down a system with 1.5 gb of ram. its actually kinda silly to consider that a HOMMV map takes up that much resources.

i am working on a lite version of the map with reduced objects, which i hope will be more playable. and my next multiplayer map will not be "too big for you" :)

Razeriel
Leprechaun
Leprechaun
Posts: 20
Joined: 16 Oct 2006

New Map: Playground of the Gods

Unread postby Razeriel » 24 Nov 2006, 22:45

Good map, as I said earlier. And not too slow on my comp :)

Wish you good luck in future maps!)

User avatar
JudgeMan
Leprechaun
Leprechaun
Posts: 14
Joined: 06 Jan 2006

New Map: Playground of the Gods

Unread postby JudgeMan » 25 Nov 2006, 05:46

Great map and doesn't take a lot of time passing turns, ~30sec to 90sec (some peak at 3mins but rarely) for a map that big and full it's good imo. I got 2gig ram and high-end stuff :).

SAITAN
Leprechaun
Leprechaun
Posts: 38
Joined: 11 Oct 2006

New Map: Playground of the Gods

Unread postby SAITAN » 25 Nov 2006, 16:15

how do you play made maps becaus i dont have a map editor

User avatar
Caradoc
Round Table Knight
Round Table Knight
Posts: 1780
Joined: 06 Jan 2006
Location: Marble Falls Texas

New Map: Playground of the Gods

Unread postby Caradoc » 25 Nov 2006, 17:12

I believe the bottleneck is memory management. We have all seen that Heroes V seems to 'forget' what is on the screen or in a town or other game data. The result is that it hits the disk and rebuilds some of the in-memory structures. It is more than rolling in and out needed data, as evidenced by the fact these operations take longer than ordinary saves. My guess would be that the game is also compressing/decompressing the data. I would also guess that faster memory and mass storage would help as much as more RAM.



The memory management for Heroes V is likely to be part of the runtime support for the programming language. Nival probably did not do a performance study before choosing the language and could not anticipate the problem. There's probably nothing they can do about it. I wonder what language they used?



Myyrthyyn, I sympathize with your frustration in having exceeded the capacity of the engine. I have had several maps do this, two of which were quite good. In the future, I will use your example and design a fall back in case problems emerged. And I have also sworn never to try another XL map. They eat up too much of your life.
Edited on Sat, Nov 25 2006, 10:17 by Caradoc
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.

User avatar
Cleanpea
Demon
Demon
Posts: 329
Joined: 06 Jan 2006

New Map: Playground of the Gods

Unread postby Cleanpea » 27 Nov 2006, 10:53

Beautiful maps! Thank you:)

User avatar
Azure Dragon 7
Leprechaun
Leprechaun
Posts: 3
Joined: 06 Jan 2006

New Map: Playground of the Gods

Unread postby Azure Dragon 7 » 05 Dec 2006, 11:32

This is a beautiful well made map, due to limitations af the game engine (?) it plays slowly on most pc's. I endured and played it to the end. The only drawback is that it is sometimes hard to remeber previously taken passages, something the AI doesn't seem to bother
Edited on Tue, Dec 05 2006, 04:33 by Azure Dragon 7

myythryyn
Assassin
Assassin
Posts: 293
Joined: 05 Sep 2006

New Map: Playground of the Gods

Unread postby myythryyn » 06 Dec 2006, 03:27

glad to hear the map has been fun for some people. when you say its hard to remember previously taken passages, do you mean that its hard to navigate the portals? each portal has a signpost next to it, with clues, or directions as to where it goes, some are even color coded.

User avatar
HodgePodge
Round Table Knight
Round Table Knight
Posts: 3530
Joined: 06 Jan 2006

Re: New Map: Playground of the Gods

Unread postby HodgePodge » 06 Dec 2006, 03:45

myythryyn wrote:glad to hear the map has been fun for some people. when you say its hard to remember previously taken passages, do you mean that its hard to navigate the portals? each portal has a signpost next to it, with clues, or directions as to where it goes, some are even color coded.
Ooooooh, flashbacks to "The Saga of Depierrelles, Part I" by Ururum Tururum … WOW! what a great Campaign! :oex:
Walk Softly & Respect All Life!

Click Here: Lords of War and Money … A Free & Fun Browser Game.

User avatar
Fyl
Pixie
Pixie
Posts: 116
Joined: 04 Feb 2006

New Map: Playground of the Gods

Unread postby Fyl » 13 Dec 2006, 11:00

it takes a lot of time to reload an autosave from the battle screen and 1/4 of the time it crashes when doing that, I have to restart the program and load the autosave from scratch (E6400@3GHz, 2G, 1950 Pro)



either way, keep it up, custom made maps are all that keep me into this game

nanovirus
Lurker
Lurker
Posts: 1
Joined: 24 Feb 2007

Unread postby nanovirus » 24 Feb 2007, 10:37

is it yust me but does this map keep crashing since the HOF ?

i can play for about 3-4 week and then i get a error and the game closes it self .

in 2.0 the message was something of "out of memory"
2.1 i giving difrent message .

anybody else having these problems ?


Return to “News”

Who is online

Users browsing this forum: Ahrefs [Bot] and 4 guests