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>> No.6320443 [View]
File: 1.31 MB, 1242x735, test.png [View same] [iqdb] [saucenao] [google]
6320443

>>6320419
>are you planing to do anything for the two new hota terrains?
I've experimented with the Wasteland terrain already, as seen in the attached pic. I also planned on making a concept map for the neutral Conflux/Cove faction that would've been in the middle of my never-to-be-made map but have decided against it simply because of how much time I wasted just on those eight concepts. Maybe I'll do something with them eventually - no promises though.

>>6320329
>but are they fun balanced to actually play on?
Well, the primary purpose of those maps (if you could even call them that) is to show what, in my opinion, each HoMM faction is about by using the faction's native terrain, decorations and objects and combining them in unique ways.
I once had an idea to join all these concepts into one single gigantic map. The goal of that map would be digging out the Grail and building it in the middle of the map in a Conflux city. However, I work way way way too slow to ever have the hope of finishing it, but maybe some of you could use it for your own maps.

>> No.6125064 [View]
File: 1.31 MB, 1242x735, Test.png [View same] [iqdb] [saucenao] [google]
6125064

>>6124374
Here's my experiment with the Wasteland terrain and the ways it could be combined with the Rough and the Sand terrain so as to appear as natural as possible (I lost my patience when working on the right side).
Your decision to match the Dirt mountains with the Wasteland mesas was a really good one, since the dull tan and brown of the Rough mountains and terrain itself doesn't flow that well into the orange of the Wasteland. Still, you can make the transition work with the use of vegetation. Personally, I think Wasteland and Rough zones should be mutually exclusive or at least not be placed next to each other.

P.S. When are you people releasing the Factory faction?

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