Dem bones, dem bones, dem
Dem bones, dem bones, dem
<p>Is this a dead dragon, or is it a bone dragon having a sleep? If it's the former, who killed it?
<p>These skeletal remains offer a <i>classic</i> fantasy RPG look, and will hopefully be a feature map makers can place on their maps.
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/show_b ... php?id=470
<p>These skeletal remains offer a <i>classic</i> fantasy RPG look, and will hopefully be a feature map makers can place on their maps.
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/show_b ... php?id=470
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Dem bones, dem bones, dem
'Tis a great screen shot indeed. Classic in the sense that it looks like a fantasy world that invites exploration and adventure. Personally, I find it beautiful, intriguing, and a bit spooky in an exciting way.
H5 had skeletal remains of big creatures that map makers could place on maps, and in H3 through H5 mapmakers could use every object used in the official maps. I think it likely that H6 will continue with the tradition.
Edited on Sun, Feb 20 2011, 12:17 by rdeford
H5 had skeletal remains of big creatures that map makers could place on maps, and in H3 through H5 mapmakers could use every object used in the official maps. I think it likely that H6 will continue with the tradition.
Edited on Sun, Feb 20 2011, 12:17 by rdeford
rdeford, Mage Of Soquim
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Do you mean only these bones or some other objects as well?Darkström wrote:It does look great, as pretty much every screenshot so far.
But am I the only one who thinks that decorative objects should not overshadow adventure objects?
Doesn't bother me in the least, I have to say. In fact, I like it.
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Dem bones, dem bones, dem
which kinda lefts us wondering how can 150 black dragons go unseen behind the hero, when they go adventuring.
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Dem bones, dem bones, dem
Judging by the size of special map feaures showcased in your series of screenshots, map size must be considerably larger than anything ever before developed in the HOMM franchise.
If not, actual play area is going to be highly inadequate.
I'm guessing map area for HOMM 6 is going to be massive, especially on larger maps.
Love the look!
Edited on Sun, Feb 20 2011, 13:52 by michiganjf
If not, actual play area is going to be highly inadequate.
I'm guessing map area for HOMM 6 is going to be massive, especially on larger maps.
Love the look!
Edited on Sun, Feb 20 2011, 13:52 by michiganjf
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Re: Dem bones, dem bones, dem
I think many of us are hoping for that.michiganjf wrote:I'm guessing map area for HOMM 6 is going to be massive, especially on larger maps.
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Dem bones, dem bones, dem
Pretty stuff is pretty, but I'm with Pitsu on 'signal to noise ratio' being low.
On related note: fingers crossed for huge maps.
On related note: fingers crossed for huge maps.
Re: Dem bones, dem bones, dem
Well perhaps, but I found decorating and making Extra Large maps in H-IV was a burden. So have it available, but what little I did in the H-V editor the bigger maps need more decorating all of which drained system performance. There were just too many moving objects.Metathron wrote:I think many of us are hoping for that.michiganjf wrote:I'm guessing map area for HOMM 6 is going to be massive, especially on larger maps.
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Dem bones, dem bones, dem
I think this still looks frightenly linear.
Would definitely like to see more open terrains that give chanses to slip by enemy heroes or that you wouldn't have a clear paved way all the way to the enemy towns i.e. less terrain that says "enemy here" "go there".
The occasional bottleneck is still a must imo but don't make entire maps like that.
Would definitely like to see more open terrains that give chanses to slip by enemy heroes or that you wouldn't have a clear paved way all the way to the enemy towns i.e. less terrain that says "enemy here" "go there".
The occasional bottleneck is still a must imo but don't make entire maps like that.
Many of the screen shots have been reminding me of H4; specially the various icons, like the one above the sawmill on the right. I agree that the maps must be huge; or else they have shortened the movement distance of the heroes, to offset the map size. I do find the dragon a little big, for being just a useless feature, but not a big deal. That shot does look quite linear though.
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Dem bones, dem bones, dem
Proportionately, it's no larger than the biggest H3 mountain tiles, and, visually, it's much more interesting.
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I absolutely love XXL maps that are balanced and detailed.
From a technical point of view, there is ABSOLUTELY no way an XXL map in H6's engine should cause hickups on even a mediocre system. The amount of data displayed, and I mean polys, shaders, textures is MINUSCULE compared to what some engines can sport..
The only reason why H5 couldn't handle them was very poor optimization.
From a technical point of view, there is ABSOLUTELY no way an XXL map in H6's engine should cause hickups on even a mediocre system. The amount of data displayed, and I mean polys, shaders, textures is MINUSCULE compared to what some engines can sport..
The only reason why H5 couldn't handle them was very poor optimization.
Infiltrator out.
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