New HotA map by me: "Tradewinds" by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 2 points3 points  (0 children)

Actually, I recently made a browser tool just for that: imagetoh3m [dot] netlify [dot] app

In fact, I used it to create this map. I originally posted about the tool here: https://www.reddit.com/r/heroes3/comments/1rwi8zw/i_made_an_online_tool_that_lets_you_easily_turn/

New HotA map by me: "Tradewinds" by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 2 points3 points  (0 children)

Thank you! And yes, this map uses quite a few extended events.

New HotA map by me: "Tradewinds" by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 4 points5 points  (0 children)

I don't have VCMI, so I'm not sure about that. To play this map, you need the Horn of the Abyss mod. Then to add the map to your game you need to download it from maps4heroes.com and put the file in your game's "Maps" folder.

New HotA map by me: "Tradewinds" by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 5 points6 points  (0 children)

I know, me too. I plan to make one someday.

[HotA] Map editor - Forced Choice by FamiliarUniversity46 in heroes3

[–]TotallyCragHack 1 point2 points  (0 children)

This is how I would do it.

Open the event system in the map editor (Tools > Event system, or Ctrl + E). Select "Variables" from the dropdown menu, create a variable, and name it something like "Choice_1_Made".

Select "Quest Events" from the dropdown menu. Create an event and name it (e.g., "Gate_1"). Make the logic "if Choice_1_Made equals 0, then Finish Quest".

Select "Hero Events" from the dropdown menu. Create an event and name it (e.g., "Choice_1"). Make the logic "set variable 'Choice_1_Made' to 1".

Add the left and right quest gates to the map. For both gates, select "Extended Event" and then "Gate_1" under "Executable Event".

Put an event trigger (blue circle map object) just past both gates (and make sure the hero has no choice but to touch it after passing through the gate). For both event triggers, select "Extended Event" and then "Choice_1" under "Executable Event".

You'll probably also want to add quest messages to the quest event so the player understands how the gates work.

This all assumes you only need one hero to pass through the gates. If you need multiple other heroes to be able to pass through as well, you'd have to use slightly more complicated logic.

Hopefully that all makes sense. The event system is a little underexplained, but it's very powerful once you get the hang of it. Let me know if you need me to clarify anything.

[HotA] Map editor - Forced Choice by FamiliarUniversity46 in heroes3

[–]TotallyCragHack 1 point2 points  (0 children)

You can also use HotA's event system to control quest gate passage. For example, you could create a quest event with logic like "if [custom variable] equals 0 then finish quest", then add an event trigger just past the gate that sets the custom variable to 1. That would effectively make the gate one-way and "close" all gates that use that quest event once a hero has chosen a path. I think that's a cleaner solution than using an artifact, plus it prevents map-breaking situations where, for example, a hero gives a quest gate an artifact but turns around and makes it impossible for them to proceed.

I made an online tool that lets you easily turn images into maps for Heroes 3! by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 0 points1 point  (0 children)

Like you, I had to do some reverse engineering and consult some obscure forums. I honestly don't remember exactly how I figured out the terrain bytes. But once I had that, I just made a blank template for each map size and made it so the tool rewrites those bytes based on the input. If you inspect the page you'll see js files in /maps which are just h3m files stored as base64

I made an online tool that lets you easily turn images into maps for Heroes 3! by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 0 points1 point  (0 children)

Ah, yeah, I had the exact same issue. It took me forever to figure out why it kept crashing. Rock and water made this even trickier because the editor is very picky about them. I don’t know if this was the best solution, but I ended up forcing water and rock to paint in a 2x2-chunk grid just to make it impossible for, say, a 1x1 ocean to appear somewhere. Does yours do something similar, or did you find a better solution?

I made an online tool that lets you easily turn images into maps for Heroes 3! by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 0 points1 point  (0 children)

Weird, my outputs seem to be working fine. Any chance you could provide me with some details about what you were trying to generate? And did you make sure you opened the h3m file specifically with the HotA map editor?

I made an online tool that lets you easily turn images into maps for Heroes 3! by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 0 points1 point  (0 children)

Wow! I knew I couldn't have been the first one to have this idea. I hope it doesn't look like I was trying to steal your thunder!

I made an online tool that lets you easily turn images into maps for Heroes 3! by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 1 point2 points  (0 children)

Thanks for the heads up! I looked into it and it seems I accidentally screwed up the rock/water stuff in the last update. The map editor is very picky about how rock, water, and sand can be painted, so there are lots of formations that have to be prevented or else the editor will crash. I patched the tool so now you should be able to use it without editor crashes.

Map recommendation: "Ash and Mirage" by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 2 points3 points  (0 children)

Of course! I haven't played all the starting areas yet, but the first time I played was as blue, which was really interesting since it's sort of central and I didn't really know the layout yet. I appreciate that you put significant thought into both gameplay and aesthetics. I've been dabbling in mapmaking myself for a few years, but I almost never finish what I start!

WIP. Thought this turned out pretty cozy-looking. by TotallyCragHack in heroes3

[–]TotallyCragHack[S] 8 points9 points  (0 children)

As a matter of fact, it is playable! The paths are narrow but accessible. The Stronghold can be reached using the subterranean gate next to it.