英三制图小结Homm3 Mapping Summary


第一步构思期:

做什么图?什么风格的图,剧情Rpg、混战,还是历史背景图?难度如何,轻度还是重度Bt?大致有多少时间用来制图,一个月、半年,还是更久?地图的尺寸?是否双层和海图元素?能不能挑战G图规模?


第二步夯基期:

有了第一步的构思,就可以开展第二步夯实基础的步骤,夯基阶段要寻找各种素材,比如用来构建地图的参考性真实地图或者一些用来生成地图轮廓的待选图像等,以及地图英雄配套的肖像的图片,如是历史图则还需搜集相关文献和历史资料文献等作为制图支持。最后还需要确立游戏本体用哪个版本作为地图载体,比如用原版高清还是HotA,是否支持跨版本运行,以及最为重要的—寻找一款合适的地图编辑器。

以上以两步构成了制图的早期阶段


接下去就要开始正式制图、制图的前期阶段。前期绝不应该是最耗时的,但却应该是最值得反复推敲和来回折腾的

第三步轮廓期:

即使用地图编辑器和一些图像进行地图底板的生成和描绘,以形成一个理想的地图面貌和轮廓。这个轮廓既可以是美观和大方的,也可以是独特而新奇的,在这个阶段必须每次变动轮廓的走势或者形状时都及时备份上一个轮廓为副本,通过大量的副本来建立轮廓候选库,从而最终反复思量后从中选取最合适的一个进行进一步加工,以形成目标轮廓,用来进入下一个阶段。

第四步雏形期:

有了确定使用的目标轮廓后,就能够开始在它之上进行广泛的地貌地形物件的摆放,在陆地轮廓上进行一些大的山区和河道的建设;在海洋轮廓上进行海洋面积的划定确立、海岛的布局。特别是在陆地上进行大型地理阻隔的建设时,要一并完成地图总体地理结构的划分(与地图构图和预设的游戏模式相结合)。如果在早期构思时设置了一些地图章节的故事模式,更要妥善处理大型地理阻隔,以使其发挥作用。然后可以在空余的空间也进行有条理的地貌物件的布置,但注意点到为止,不必在这一步就过于深入到一棵树、一块石头那么小的问题上。然后把八个势力的主城位置放置到大致的战区方位上去。这样,地图就有了雏形。


以下两步是制图的中期阶段,从制图的整套流程环节上来讲,中期阶段理应要是最耗时的、最饱满的一环,这样就能够使得整套制图流程是一个橄榄形的结构,这种结构是系统和全局最优型结构,是制作一个好地图的一种保证

第五步成型期:

这一步应是最为繁琐和耗时的阶段,要综合使用既有的全部素材和资料,必要时还要不断寻找和补充制图资料;要熟练掌握地图编辑器的各项功能和操作,在全地图范围内开展细化建设,从功能性野外建筑,到中立城镇的布局,再到各重要战斗的规划和设置,统统要在这一步进行实现。这一期堪称核心阶段,所有其他前后的阶段某种意义上来说都是服务于这一阶段的。再者,尽量建立各类统计表和表单,以记录制作过程的各方面内容和细节,当然,在这一期的制作时,可以运用标牌或者其他形式的记载方式,把一些尚未能进行确定的待商榷考量的重点,或者次要但希望植入地图的内容进行收录,以便后期对这些东西进行全面设定或者调整。

第六步完全期:

这一期就要在程序上基本完成地图的制作,总的来说就是查漏补缺把上一步成型期中未完全制作的内容进行一个制作,在地形物件上精确到一棵树、一块石头、一座小山、一条小溪。在地图上把随机野怪、随机资源等物件进行广泛播撒(按照一定的假想密度——这与地图的难度息息相关,如地图是重度Bt图,那么这些东西的密度要尽可能小)这一步完成后地图已经要能称得上是一个完全体了。


以下为地图的后期阶段

第七步完善期:

在这一期要更为深入地排查未完成的内容和细节,也要运用地图编辑器的自查功能进行地图Bug的摸排工作。然后进行地图的测试,可以请人,请高手测图,也可以自己测图,验证地图的通关模式和风格等是否与最初的预想一致,如有任何问题,都要在发布前进行及时修正修复。这一步也是考验制图者和参与测图的玩家的真实实力的一步,也是一个地图蜕变为一个合格的优质地图的最重要的不可缺少的一步。

第八步完美期:

这一期基本上对于很多地图来说都是没有的,只有少部分的用心者去认真对待。这一步可以做的内容主要与游戏本身无关,比如最常见的是寻找一些与地图故事内容相关的音乐,将它们制成并替换英三游戏自带背景音乐中的一些曲目,使得玩家在运行地图的时候更有代入感。肖像包则在前期构思期就提到过,是更不可忽视的,是否制作匹配地图英雄的肖像包以制造一批真正有血有肉的英雄形象,并结合地图中对这些英雄的能力属性的设置,才方显英雄无敌的英雄二字本色。因此本人认为即使音乐等方面不去进行处理,肖像包也尽量进行一定的制作,不求312个英雄全面拥有,地图的主角英雄们肖像还是可以做一下。再有可以制作地图的宣传视频,或是独立的地图安装包,甚至是地图更新程序,或替换物件模型将地图开发至准Dlc的规格等,都是对地图完美度的一个提高。



最后是地图制作的末期阶段

第九步发布期:

寻找合适的英雄无敌社区发布地图,可以是国内英三各地图行会,也可是有活跃玩家的爱好者社群,还可以是一些国内外社区论坛,还可以联系Maps4heroes等国际知名英雄无敌地图分享网站分享你的创作。广泛发布地图可以获得更多的反馈,从而能够在后续进行持续的Bug、难度等调整,对地图进行一版再版,直到多数玩家反馈地图口碑较好时,一个地图的制作流程才算真正意义的中止,但仍不是终止。因为通过调整结盟、关卡任务和通关方式等,仍有改变地图玩法和模式的潜在可能。那里是重新发现和改造一个既存地图的天地,也是修改党的乐园,通过修改和改编地图,使得单一或熟悉的地图有可能奏响新的乐章。当然这不是必要的。



而在大量事实与经验面前,我们得出结论:在第六步完全期之后,第七步完善期、第八步完美期、第九步发布期三者之间并不应存在固定的前后次序,而是应平行进行,第八步与第九步特别是第九步,可能只是某种不定期闪现的瞬时动作(偶尔做个视频推广地图或者偶尔在某个新平台发布地图),而第七步完善期反而才是三者中真正持续时间最长的(对地图长久持续的更新维护工作)


The first step - the conceptualization period:

What kind of map to make? What style of map, drama rpg, free-of-all, or historical background map? What is the difficulty level, easy or impossible, and roughly how much time do you have for mapping, a month, six months, or more? What is the size of the map? Is it double layer and nautical map elements? Can you challenge the size of the G map?


The second step - the foundation ramming period:

With the first step of the idea, the second step of the foundation can be carried out, the foundation phase to find a variety of materials, such as reference real maps used to build the map or some to be selected images used to generate the map outline, as well as pictures of the portrait of the map hero, such as historical maps, but also need to collect relevant literature and historical documents as mapping support. Finally, it is necessary to establish which version of the game body to use as the map carrier, such as the original HD or HotA, whether to support cross-version operation, and most importantly - to find a suitable map editor.

The above two steps constitute the early stages of mapping


The next step is to start the pre-production phase of formal mapping and charting. The pre-production phase stage should by no means be the most time-consuming, but it should be the most worthy of repeated deliberation and tossing back and forth

The third step - the contours period:

That is, the map base plate is generated and depicted using the map editor and some images to form an ideal map look and outline. This outline can be both beautiful and generous, as well as unique and novel. In this stage, the previous outline must be backed up as a copy every time the trend or shape of the outline changes, and a library of outline candidates is built up through a large number of copies, so that the most suitable one can be selected from it for further processing after finally thinking over it repeatedly to form the target outline for the next stage.

The fourth step - the fledgling period:

With a definite target outline for use, you will be able to start the placement of a wide range of topographical terrain objects on it, the construction of some large mountainous areas and rivers on the land outline; the delimitation of the sea area establishment, the layout of islands on the sea outline. In particular, the delineation of the overall geographical structure of the map (combined with the map composition and the preset game mode) should be completed together with the construction of large geographical barriers on land. If the story mode of some map chapters is set in the early conception, it is even more important to handle the large geographical blocking properly in order to make it work. Then you can do a structured layout of geomorphic objects in the free space as well, but be careful to get to the point and not have to go too deep into issues as small as a tree or a rock at this step. Then the location of the main cities of the eight powers are placed to the general orientation of the war zone. In this way, the map fledgling is done.


The following two steps are the middle stage of mapping. In terms of the whole process of mapping, the middle stage should be the most time-consuming and fullest one, so that the whole process of mapping is an olive-shaped structure, which is systematic and globally optimal, and is a guarantee for making a good map

The fifth step - forming period:

This step should be the most tedious and time-consuming stage, using all the existing materials and information, and constantly searching for and supplementing cartographic information when necessary; mastering the functions and operations of the map editor, and carrying out detailed construction on the whole map, from functional field buildings, to the layout of neutral towns, to the planning and setting of all important fights, all have to be realized in this step. This phase is the core phase, all other phases before and after are in a sense serving this phase. In addition, try to create various statistical tables and forms to record all aspects and details of the production process. Of course, during the production of this phase, you can use signs or other forms of documentation to include some of the key points that have yet to be determined for discussion or minor but desired to be implanted in the map, so that these things can be set or adjusted later.

The sixth step - completing period:

This issue is about to basically finish the map in the program, in general it is to check the gaps to make up for the content that
was not completely made in the previous shaping period .In terrain objects accurate to a tree, a stone, a hill, a stream. In the map to random creatures, random resources and other objects for extensive sowing (according to a certain hypothetical density - this is closely related to the difficulty of the map, such as the map is a impossible map, then the density of these things to be as small as possible) after the completion of this step the map has to be able to be called a map with 'complete body'.


The following are the later stages of the map

The seventh step-Perfection Period:

In this issue to more in-depth ranking of unfinished content and details, but also to use the map editor's self-checking function to map bug mapping work. Then test the map, you can hire someone, ask a master to test the map, or test the map yourself, to verify whether the map's pass mode and style, etc. are consistent with the initial expectation, and if there are any problems, they should be fixed in time before release. This step is also a test of the real strength of the map maker and the players involved in the test, and is the most important and indispensable step in the transformation of a map into a qualified quality map.

The Eighth step -flawless period:

This phase is basically not available for many maps, and only a few attentive people bother to take it seriously. The content that can be done in this step is mainly unrelated to the game itself, for example, the most common is to find some music related to the content of the map story, they will be made and replace some tracks in the background music that comes with the homm3 game, making the players more immersive when running the map. The portrait package, as mentioned in the pre-construction period, is not to be neglected, whether to make a portrait package matching the heroes of the map to create a group of real flesh and blood hero image, and combined with the map of these heroes in the ability to set the attributes, only to show the heroes of the heroes of the invincible two words of nature. So I think that even if the music and other aspects do not go to processing, portrait package also try to make a certain production, not seeking 312 heroes have a comprehensive, the map of the main heroes portrait or can do a little. Then there can be made map promotional video, or independent map installation package, or even map update program, or replace the object model to develop the map to quasi-Dlc specifications, etc., are a map of the perfect degree of improvement.



Finally, the final stage of map production

The nineth Step -Release Period:

Find a suitable community to publish your map, either the domestic homm3 map guilds, or a community of enthusiasts with active players, or some domestic and international community forums, or you can contact internationally known Heroic Map Sharing sites such as Maps4heroes to share your creation. Widespread release of the map can get more feedback, so that you can follow up with continuous adjustment of bugs, difficulty, etc., and make one version of the map again and again, until the majority of players feedback that the map has a good reputation, the production process of a map is really suspended, but still not terminated. Because there is still the potential to change the map's gameplay and mode by adjusting alliances, level missions and passages, etc. There is a world of rediscovery and transformation of an existing map, and a playground for the moders, making it possible for a single or familiar map to play a new chapter by modifying and adapting it. This is not necessary, of course.



In the face of a lot of facts and experience, we have come to the conclusion that after step 6, there should not be a fixed sequence between step 7, step 8, step 9, but they should be carried out in parallel, and step 8 and step 9, especially step 9, may just be some kind of occasional flash in the pan (occasionally making a video to promote the map or occasionally releasing the map on a new platform). The seventh step in fact is the longest of the three, and the seventh step is the perfecting period (the long term maintenance/updating of the map).