As such, I have slackened my normal standards for UI quality and information minimalism. I do need to note that despite trying to make the custom map editor as intuitive and powerful as possible, it's not considered a core feature. I think the best way will be for you to try it out for yourself, play around with it a bit. It sounds incredibly dry when I'm describing it. You can specify type as well as several settings for each type. There's honestly a lot of different objects you can place. As well as of course define the map objects such that a player starts with a hero but not with a town. You can also turn off the new Seven Day Rule, which would otherwise kill all heroes and regiments that do not have a town on their side for seven days. One of these features are Hostages, a new map object which holds some caged units that will join you when you interact with it. Since I also want the custom map editor to be useful for the campaign, I am implementing some extra features, such as supporting custom maps where you do not have a town. You can enter the editor either by clicking "NEW" at the bottom of the map list or by clicking "EDIT" after selecting one of the maps. You can find the map editor as well as the new maps within this new tab called Custom Maps within the map selection screen.
It will work between free and premium versions, and probably also between different future updates. If you want to share your custom map with someone, simply give them the nodemap file (around 20-50 kb size) and have them place it within the same folder. The nodemap files can be found at:Ĭ:\Users\\AppData\Local\Hero_s_Hour\custom maps They're made in part to show how the node map editor works, since they can be edited as if the map was your own.Īny map you yourself make will be saved locally and will of course remain through updates to the game. Surrounded is one of five custom maps included with the update. Luckily, they can't merge their armies without going through your territory, and you have some extra gold mines at your disposal. This also means that finally, unfair maps are coming to Hero's Hour. Such as this one shown above, named Surrounded, in which you're surrounded by a single enemy controlling three Decay towns. You can have as much control as you want, or as little. Almost everything can be configured, including turning symmetry off as well as toggling on or off random map objects.
It has built-in functionality for creating symmetric maps that ensure fairness, and as mentioned, it uses the procedural map generator to fill out any stuff you leave undefined. This is actually a highly sophisticated tool that makes creating custom maps in Hero's Hour a quick endeavour.
This half is known as the node map editor, and allows you to create custom maps by editing the nodes that the procedural map generator uses.
Or, well, half of the full custom map editor package. Since the last update, I've been hard at work creating a custom map editor. Welcome back to the crazy tales of development corner for Hero's Hour.