Unread postby RobB » 04 Nov 2007, 23:46
Koni has spent ages corresponding with me via email about Gemma and has made extensive suggestions and criticisms. The final "final" version is just about ready now, but I made a couple of changes in the opening scenario so am still testing that.
When Koni returns from holiday, he is aiming to produce a WoW version in German. I hope to be able to submit my finished version some time later this week.
For the person who was unable to progress from one scenario to the next, I have no ideas: it's never happened to me or to Koni, so I don't know what could have gone wrong.
For those who wanted a better story/map: my apologies, but this is my first attempt at producing a map at all. I hadn't played H4 for a year; I went back and replayed all the campaigns and scenarios and finally looked at the Editor. I had looked at it before, but because my Mac version comes with no documentation whatsoever, I gave up. This time, I stuck with it and am very grateful for all the help I received in this forum and the Mapmakers forum.
I started some months ago on a new map, but what I have realised during the production of Gemma is that the first priority is not so much a pretty map, but a good story. Still, it's hard to draw the line: I know that with some of the maps that come with the game, I get bored with the storyline and just press <Return> without reading. Indeed, I did that a bit with my own game, which is how so many spelling errors crept in (now, hopefully, corrected).
I don't know how other mapmakers work, but my approach has been to get a basic map up and working and to gradually add "pretties" later. The hard bits for me are the scripting and checking that items really are accessible.
RobB