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Icewind Dale meets Heroes of Might and Magic 3 - Horn of the Abyss

[Deleted User][Deleted User] Posts: 0
edited August 2018 in Fan Creations
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Post edited by [Deleted User] on
lolienAedanJuliusBorisovaqzinaJoenSoGusindaSkatanKenjiTimbo0o0o0

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  • AedanAedan Member, Translator (NDA) Posts: 8,550
    I love you.
    [Deleted User]JuliusBorisov
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    JuliusBorisovAedan
  • AedanAedan Member, Translator (NDA) Posts: 8,550
    So perfect!
    [Deleted User]JuliusBorisovGusindaSkatan
  • JoenSoJoenSo Member Posts: 910
    edited January 2018
    @Shandaxx ... this is just amazing. I really need to get HOMM3 again. It's been far too long since I last played.
    [Deleted User]JuliusBorisovGusinda
  • AedanAedan Member, Translator (NDA) Posts: 8,550
    Glad to see you are still working on it :)
    [Deleted User]
  • [Deleted User][Deleted User] Posts: 0
    edited August 2018
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    Grond0ThacoBellGusindaTimbo0o0o0
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  • [Deleted User][Deleted User] Posts: 0
    edited August 2018
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    Grond0ThacoBellGusindaTimbo0o0o0
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    GusindaThacoBellSkatanTimbo0o0o0
  • Grond0Grond0 Member Posts: 7,305
    Shandyr said:

    So a little note from the creator:

    As with Baldur's Gate, there is a special problem when it comes down to underground areas. The scaling of distances is different between underground and above ground.

    For example, on the above ground you could travel a long distance.
    But if you traveled the same distance in the underground you would have covered much less ground.
    That is because the scale is different.

    That was already a problem on my Baldur's Gate map. If you assume the same scale there, between the above ground and the underground, then the Nashkel Mines would almost reach Beregost underground. That's bullshit of course.

    The problem comes from trying to recreate the feeling of underground areas. The feel of spending a long time in a dungeon in Baldur's Game. A dungeon with many narrow tunnels etc. To recreate that in HoMM3, I need a lot of space. And that is what tips the scales off.

    But in Icewind Dale this problem becomes even worse. Because Icewind Dale offers many more underground areas than above ground areas!

    While on the surface I need to fill in many gaps, and make up many areas on my own, I am running out of space in the underground. I have far too much space on the surface and far too little space in the underground.

    That is why I will need to have to abstract a lot when I interpret the underground areas of Icewind Dale. I will concentrate on capturing their atmosphere.

    I could almost recreate Kuldahar and Kuldahar pass one by one, building by building. That will hardly be possible in the underground areas. They might look (very) different from the game.

    This mainly concerns Upper Dorn's Deep and Dragon's Eye. To my surprise, Lower Dorn's Deep should work well enough.

    Is this a problem because you are assuming the same map size for the underground and overground? If so is that actually a constraint of the engine - could you not have larger maps underground?
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    Grond0ThacoBellTimbo0o0o0
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    Grond0ThacoBellTimbo0o0o0
  • [Deleted User][Deleted User] Posts: 0
    edited August 2018
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    GusindaThacoBellSkatanTimbo0o0o0
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    ThacoBellGusindaSkatanTimbo0o0o0
  • [Deleted User][Deleted User] Posts: 0
    edited August 2018
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    GusindaSkatanTimbo0o0o0
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    GusindaSkatanThacoBellTimbo0o0o0
  • SkatanSkatan Member, Moderator Posts: 5,352
    Shandyr said:



    Could this be Arundel?
    image

    Or this:
    image

    I prefer the second guy, he looks a but more "druidy", though Arundel's stocky body paper doll in-game looks more like the first picture.

    Amazing work so far. Hadn't seen this thread before just now.

    [Deleted User]
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    Gusinda
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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    ThacoBellGusindaSkatanTimbo0o0o0
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
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    ThacoBellTimbo0o0o0Gusinda
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