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Heroes of Might & Magic 7

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,027
Divinity: Original Sin Divinity: Original Sin 2
bXGOAiO7vTQ.jpg


which mod?

http://heroescommunity.com/viewthread.php3?TID=39830&pagenumber=1
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,160
Location
Searching for my kidnapped sister
I see the art department and direction is still as bad as ever.

They do pay the minimum attention to female tits, but what with this half-body? Make a clean, human or elvish look, with lots of skins showing. Drive that male hormones pumping.

Instead they got lots of half-body monsters. Nobody pay attention to monster. In marketing it's healthy female tits, and a full body look/curves.

You know why you cant get excited about this game? That's one reason. I say more than half the total reasons.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
sylvan town

lulz

Below even deviantart standards fanart.

This version/artwork of the heaven town looks way better

That's a screenshot from the map, isn't it? Bet it's a joy to navigate between all those mountains. What HoMM always needed.
 

Kirkpatrick

Cipher
Joined
Apr 16, 2013
Messages
773
That has to be Isra.


E: oops, there's even a small image of him.

Is that some mod, or just some artist making some great imagery?
 
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Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,484
III was pretty much perfect looking.

4125570477_872472b8c0.jpg


Nigga pls, you can't be serious. Comments like these really illustrate how fucking dishonest blind Heroes 3 nostalgia fags are. Heroes 2 rapes Heroes 3 on art, 3 is only venerated by monocled fellows for its gameplay.
 

Grotesque

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Vatnik
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Messages
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Divinity: Original Sin Divinity: Original Sin 2
1200px-H7_Sylvan_town_detail.jpg

sylvan town

homm33.jpg


There, classic Rampart next to that homoerotic shit is the perfect representation of what magnitude of rape HoMM had to endure over the years.

"since the discussion thread is pretty much on fire right now with people flaming people for weird reasons i've decided to analyze why H3 does a much better job with presenting their towns then h7 does. buckle up.


Let's start with the current hot-topic, Rampart/sylvan.

latest


this is H3 rampart. How is this picture composed and why do people find it one of the better town screens? well, look at the composition of the picture. first of all, colours. what colours are there and how are they used? it isn't a rainbow or explosion of different colours, but rather it's a collection of earthy browns and greens with some earthy gold and white thrown in. Colours chosen are harmonious with each other, they work together and they don't clash. With subdued browns and greens, there are no strong reds or blues to distract the eye and attention is guided through lighting and objects instead.

there is also the placement and shape of buildings and terrain that helps in making the screen memorable. There are six zones*: left and right fore- mid and backgrounds separated by the pegasus dwelling between left/right and mage guild/tavern for fore/midground and grail/homestead for mid/background. This means every building can be put in any of these zones and navigating becomes easier. Centaurs? left foreground. castle? Left background. Unicorns? right background.

*can be made into 9 zones if you add a central column between pegasus and mage-guild

Where buildings are situated on this grid also impacts what they look like with small, unassuming dwellings and buildings being put in front or in the middle and large, noticeable (literal) mountains being put in the background where their size won't get in the way since they're further away yet retain a large and imposing feel. For example, the dragon dwelling is a huge building, massive even but doesn't take up much space at all since it's in the background. It's still huge and has some impressive presence despite being the same size as the stables. Speaking of the stables, it was put in the front making it larger than it otherwise would be, allowing us to see it notice it easily despite being a rather small and unassuming building and this is fine. We know it's not a huge building while we know the cliffs are massive due to the different locations in relation to the viewer.


The heroes 7 sylvan does none of that.

Sylvan_TS_Mini.jpg


This is not an ugly picture, quite the contrary it's rather pretty. However it's also a giant mess. First of all, what is the primary colours used here? It's teal and while there isn't any strong red, there is plenty of vibrant yellows that distracts the eye, making the picture hard to really focus on. The yellows are too strong and bright with relation to the rest of the rather dark and subdued hues of the screen. The eyes can't focus on one thing at a time but are constantly moving around the different splats of yellow and bright, glowing teal around. There is also no real effort put into guiding the eye through lighting since the brightest part is the moon away from where you should want the player to look.

Building placement is even more of a giant mess. Remember how H3 had the town divided up in different zones? H7 has all the towns in one, big pile with no real dividing. Everything is in that big, teal lump in the middle. The buildings are also all rounded/oval in shape and take up just as much space with no regard for importance or impact of the buildings. in fact, the dragon dwelling is a small platform in the background with a shallow, glowing cave the size of the hunting lodge, taking distance in mind. can you guess where you get treants? It's not the big, white tree to the left, it's the big, normal tree to the right that's a bit behind the rest of the stuff. Foreground doesn't fare much better since there pretty much isn't one, it's all in thhe background meaning every building looks small and unassuming, not helped by every building being designed small and unassuming in the first place.

it's a dysfunctional, pretty mess.


I'd like to bring forth the best (factually i might add) town screen in the franchise: H3 stronghold:

latest


Bright browns and beiges, clear foreground with smaller, unassuming buildings, background with grand, architectural achievements and use of lighting and shapes to lead the eye to dwellings and buildings without being distracting.

Compare it to the H7 stronghold and try to see what that one gets wrong" - kiryu133
 
Self-Ejected

CptMace

Self-Ejected
Joined
Jun 17, 2015
Messages
1,278
Location
Die große Nation
Do people really use anything but the Castle building to recruit troops ?
To bring my 2 cents, I don't really consider building size and placement impact gameplay or art much. What made Heroes 3 town screens so damn good compared to H4 and all that follow is the perspective. That's what makes them feel so natural and welcoming, they seem to engulf you, giving an impression of surrounding the screen.
H4 5 6 and 7 didn't take that direction and it's what baffles me concerning town screens, the rest (colour palette, hierarchy through size and placement and such) doesn't really matter and is more about personal preferences.

Typical illustration :
screen.large5.jpg


All buildings seem to be turned toward the center of the screen. No walls apparent as you're in the city.
 

Reject_666_6

Arcane
Joined
Oct 30, 2008
Messages
2,465
Location
Transylvania
What made Heroes 3 town screens so damn good compared to H4 and all that follow is the perspective. That's what makes them feel so natural and welcoming, they seem to engulf you, giving an impression of surrounding the screen. All buildings seem to be turned toward the center of the screen. No walls apparent as you're in the city.

Then how do you feel about H5's Fortress town?
maxresdefault.jpg

 
Self-Ejected

CptMace

Self-Ejected
Joined
Jun 17, 2015
Messages
1,278
Location
Die große Nation
It's not really the same thing with 3D screens, there's not the same notion of perspective in these ones considering you can change the camera angle as you want. Although it looks cool that's less impressive than H3 that gave an impression of 3D projected on 2D.

I mean look at this :
500px-Fortress-in.png

Buildings cropped out of the screen borders, buildings displayed in front of other bigger ones, that's what gives the believable aspect of them. And all towns in H3 are like that, with that line of perspective going from the more or less middle front ground to the Castle building always a bit excentred in the background.
 
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