I've been thinking on my own spare time about what makes Homm2 so great, and I think I've excelled.īut back to the beginning of this discussion. I spend a lot of time uhh doing nothing, so I managed to formulate some design concepts that even apply to other games, like Doom2/Zdaemon. Even poor map with grate locations is always a hypnotizing trip to wonderland, while a locations-poor map with some abstract challenging encounters, uhh, I'm just too old and too experienced for that. Now' I'm a veteran of HoMM2 and also Homm3/4, I even played some MMHO even, and while it's interesting to face 600 Vampire Lords in the end levels of the PoL campaign, I only play HoMM2 for the aesthetic kicks and not for the challenge. If you offer me a map with whatever possible gameplay pearls, be it killing 38000 peasants in one blow or facing 6000 hydras, well I must state that whatever is in it, I'll skip it if it has fug design flaws like huge poorly decorated empty spaces or things like 5 mercenary camps on the same screen. Now my train of thought is that a great mapmaker is also a great designer. Now in order to quite understand what is so great about Beltway, lets mention some other well-known and respected maps that feature the same trait: absolutely captivating, mesmerising surroundings. It is a map of romantics, adventure, fantasy and quest. I believe the standard is set by the Beltway map. I've given a lot of thought to what constitutes a good Homm2 map, what distinguishes the good from the epic, and what exactly it is that we love about the maps we love.
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