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Posts from Heroes of Might and Magic: Olden Era - Random Map Generator Templates (RMG Шаблоны)

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Build a map template

Pick how you want to start.

Customize an existing one

Open a .rmg.json — preview it, re-download or publish it.

Customize a template

Loaded:

Template settings (size, heroes, victory)
Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).

🦸 Heroes & progression

Each player commands a single hero — there is no second hero to fall back on.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).

🏆 Victory & end-game

Grace daysDays of grace before losing your start city ends the game.
Hold daysDays you must hold the neutral city to win.
Points to winBattle points needed to win the tournament.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.

✨ Starting bonuses

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Click any zone on the map to edit it.

Edit zone
Zone sizeRelative footprint of this zone on the map. 1 is normal; larger zones get more room for objects, smaller ones are tighter.
Guard strength ×Scales how strong the monster guards inside this zone are. Above 1 makes it tougher to clear; below 1 makes it easier.
Guarded treasureTotal value of treasure placed behind monster guards in this zone. Higher means richer, better-defended rewards.
Free treasureTotal value of treasure left unguarded in this zone — free to grab early.
Resources valueTotal value of resource piles and mines seeded in this zone.
Edit route
Route typeHow the two zones connect: a normal border, a guaranteed direct path, a teleport portal, a proximity link, or a gladiator-arena gate.
Border guard valueStrength of the monster guarding this route. Higher walls the zones off for longer; 0 leaves the route open.
Build a road along this route so heroes move faster between the two zones.
1

How would you name your template?

Give it a name — you can tune everything else after.

Give your template a name to begin.
2

What are you trying to play?

These are player goals, not technical templates.

3

Tune the match feel

Each change updates the preview and the description beside it.

Off: the map keeps one fixed orientation every restart, so the preview reliably reflects it. On: the engine re-spins the map by a random rotation each match, so players start in different corners every game. New templates start off; loading a template shows that template's own setting (many official templates ship with it on).
Advanced options
🦸 Heroes & progression
Each player commands a single hero — there is no second hero to fall back on.
Initial capHeroes each player can control at the very start.
Max capThe highest hero limit a player can reach by owning castles.
Per castleExtra heroes allowed for each castle a player owns.
📜 Faction laws speed %Learning speed for faction-law skills (100% = normal).
🔭 Astrology speed %Learning speed for astrology skills (100% = normal).
🏰 Roads & castles
Castles / player zoneTowns inside each player's home region.
Castles / neutral zoneTowns placed in neutral regions to capture.
Adventure objects %How densely treasures, dwellings and buildings fill the map (100% = standard).
The preview marks roads only on portal links; the engine places the rest of the roads in-game.
Gives each player a nearby expansion outpost — a safe early-game target close to home.
Each player's home-zone castle matches their own faction instead of being random.
Players begin owning every castle in their starting zone, not just the main town.
🌀 Special routes
Center size %Size of the central hub zone vs normal (hub topologies only).
Center castlesTowns placed in the central hub zone.
Forces neutral buffer zones between players so no two start directly adjacent.
Adds extra monolith portals that create shortcuts across the map.
Portal connectionsMost teleport portals that may be added between zones.
🏆 Victory & end-game
A player who loses their starting city is eliminated once the grace days run out.
Grace daysDays of grace before losing your start city ends the game.
A player who loses their starting hero is eliminated.
Win by capturing a neutral city and holding it for the required number of days.
Hold daysDays you must hold the neutral city to win.
Arena preparation start dayDay when preparation for the Gladiator Arena begins.
Preparation daysDays between the start of preparation and the decisive battle.
Points to winBattle points needed to win the tournament.
First battle dayDay the first arena battle takes place.
Days from announcement to battlePreparation time after each announcement; the battle takes place after this many days.
Battle intervalDays between arena battles.
⚠ Experimental: official templates use at most 3 points (5 rounds). Longer tournaments may not work correctly in the current game engine.
⚙ Advanced generation Fine-tune zone sizing, guard variance, and exactly how many neutral zones of each danger tier the map gets.
Player zone size %Size of each player's home zone (100% = standard).
Neutral zone size %Size of neutral zones (100% = standard).
Guard variance %How much guard strength varies randomly around its target.

Neutral zones by tier (no castle / with castle)

Low — no castleLow-value neutral zones without a castle.
Low — castleLow-value neutral zones that include a castle.
Medium — no castleMedium-value neutral zones without a castle.
Medium — castleMedium-value neutral zones that include a castle.
High — no castleHigh-value neutral zones without a castle.
High — castleHigh-value neutral zones that include a castle.
💎 Starting economy Mines guaranteed next to every player's castle. Classic defaults from the official templates; set a type to 0 to leave it out.
🪵 SawmillsSawmills (wood) placed near each player's start.
⛏ OreOre pits placed near each player's start.
🟡 GoldGold mines placed near each player's start.
💠 RareRare-resource mines (gems, crystals…) near each start.
✨ Starting bonuses Perks every player's starting hero begins with — a spell, extra movement, a stronger first stack, an artifact, or starting resources.
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Name your template to start — the map preview appears here.

Draft restored.

Each change updates the preview and the explanation beside it.

Press Generate preview to see the map layout here.

ℹ Rough preview — the in-game map will look different
This preview is a schematic of your template's structure — which zones exist, how they connect, and where each player spawns. The game builds the real map with its own layout engine, so expect differences:
  • Positions, spacing & shapes — the engine arranges zones with its own layout rules and draws them as organic blobs, so absolute placement and distances differ from the tidy diagram here.
  • Rotation — by default the map sits at one fixed orientation; with the “spin the map each game” option on it rotates by a random amount every match.
  • Spin direction — on rings and chains the order can wind clockwise or counter-clockwise depending on how the game lays the map out, so a player shown on the left here may appear on the right in-game.
  • Long chains — very long lanes may curl or spiral in-game instead of forming the even arc shown here.
  • Roads — only portal links are marked; the engine lays the rest of the roads itself.
What the preview does reflect: the set of zones, their connections, the player count and spawn assignments, and the overall shape (ring, hub, chain, web, maze…). Use it to check the arrangement and relationships — not the exact geometry.
Live preview zones connections seed

Hover the map to inspect zones and routes

How this will play

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GReGvsVex
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 2 players on a 240x240 map: plenty of room for exploration before major battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are strong; border guards are strong.
  • Resources – 120%, buildings – 115%: development is normal.
  • Each player starts with a hero limit of 3, +1 for each castle, up to 7.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads connect zones, so routes between them are easily readable in-game.
  • Each player starts near 2 castles.
  • Players immediately own all castles in their home zone, not just the main city.
  • Each player starts with mines next to the castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Each neutral zone with a castle contains 1 castle to capture.
  • Guard strength varies by approximately ±25%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 283.5 KB
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Together Against the AI
A random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play out:
  • 3 players on a 128x128 map: quick contact and less space for development.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are normal; border guards are strong.
  • Resources – 100%, buildings – 100%: development is normal.
  • Each player starts with a hero limit of 1, +1 for each Castle, up to 4.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads connect zones, so routes between them are clearly visible in the game.
  • Each player starts with mines near their Castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Faction laws level up at 150% of the normal rate, and astrology levels up at 75%.
  • Each neutral zone with a Castle contains 1 Castle to capture.
  • Losing your starting city ends the game after a 7-day delay.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 290.3 KB
Auto-translated
2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 3 players on a 128x128 map, plus 3 neutral cities.
  • 2 portals connect distant zones.
  • Hero limit – from 1, +1 per castle, up to 4.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • Losing your starting city ends the game after a 3-day delay.
  • The engine randomly rotates the map each game.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 210.1 KB
Auto-translated
2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 3 players on a 128x128 map: quick contact and less space for development.
  • Random: lively and unpredictable – positions may turn out to be uneven.
  • Neutral armies – normal; border guard – strong.
  • Resources – 125%, buildings – 100%: development is normal.
  • Each player starts with a hero limit of 2, +1 for each castle, up to 4.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • The engine randomly rotates the map every game (one variation is shown in the preview).
  • Roads connect zones, so routes between them are easily readable in the game.
  • Each player starts with mines near their castle: 1x lumber mill, 1x ore pit, 1x gold mine, 3x rare resources.
  • Faction laws level up at 150% of the normal rate, and astrology at 50%.
  • Every neutral zone with a castle contains 1 castle to capture.
  • Losing your starting city ends the game after a 7-day delay.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 291.8 KB
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testing the fix
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 8 players on a 208x208 map: quick contact and less space for development.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are strong; border guards are fierce.
  • Resources – 300%, buildings – 150%: rich development opportunities.
  • Each player starts with a hero limit of 2, +1 for each Castle, up to 5.
  • Classic victory: defeat all opponents.
  • Roads connect zones, so routes between them are clearly visible in the game.
  • All cities belong to one Faction.
  • Each player receives an area near their starting city for early capture – for example, a second city or several mines.
  • Each player starts with mines near their Castle: 2× lumber mill, 2× ore pit, 2× gold mine, 6× rare resources.
  • Each neutral zone with a Castle contains 3 Castles to be captured.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
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nebug 3
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 8 players on a 240x240 map, plus 1 neutral city.
  • Hero limit – from 1, +1 per Castle, up to 3.
  • Classic victory condition: defeat all opponents.
  • The engine randomly rotates the map each game.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of zones.
Attachments 2
2 files attached • Total size: 261.2 KB
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Symphony 2
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 4 players on a 240x240 map, plus 4 neutral towns and 25 content zones.
  • Hero limit – from 1, +1 per castle, up to 2.
  • Classic victory condition: defeat all opponents.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 299.9 KB
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Solo
A random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 8 players on a 176x176 map: quick contact and less space for development.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies – normal; border guard – normal.
  • Resources – 100%, buildings – 100%: development is normal.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (one option is shown in the preview).
  • Roads connect zones, so routes between them are easily readable in the game.
  • Each player receives an area near their starting city to capture early – for example, a second city or several mines.
  • Each player starts with mines near their castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Each neutral zone with a castle contains 1 castle to be captured.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 423.2 KB
Auto-translated
War
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 6 players on a 240×240 map: enough space for exploration and battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies are strong; border guards are strong.
  • Resources – 120%, buildings – 115%: development is normal.
  • Each player starts with a hero limit of 4, +1 for each castle, up to 8.
  • Classic victory: defeat all opponents.
  • Roads connect zones, so the routes between them are clearly visible in the game.
  • Each player receives an area near their starting city that can be captured early – for example, a second city or several mines.
  • Each player starts with mines next to their castle: 1x lumber mill, 1x ore pit, 1x gold mine, 3x rare resources.
  • Each neutral zone with a castle contains 1 castle to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 378.9 KB
Auto-translated
nebug 4
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.2.

How it will play:
  • 8 players on a 240x240 map, plus 1 neutral city.
  • Hero limit – from 1, +1 per castle, up to 1.
  • Classic victory: defeat all opponents.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of zones.
Attachments 2
2 files attached • Total size: 259.5 KB
User Avatar
Auto-translated
Lepsion
The template doesn't run. It freezes at around 90 percent.
Thank you for the feedback. I will investigate the cause and release a new version of the editor once it’s fixed (if possible, I will also fix already generated templates if there are only minor changes needed). I suspect that recent patches may have changed something.
In reply to HwKeeper
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I'm really looking forward to the update then. If you need any further details, I’m ready to provide them.
In reply to Lepsion
User Avatar
Auto-translated
Lepsion
I'm really looking forward to the update. If you need any more details, I'm ready to provide them.
Released version 1.2.3; the issue with 90% loading has been resolved for the affected templates.

Tested all templates in this thread and fixed the cause in each problematic one; some worked, others didn't.
Updated the attached files; you can simply re-download them; it should work; tested on game version 0.80.33.
TemplateLoaded without fixesAttachment patched
/topic/at/1335591/ 
/topic/at/1335604/ 
/topic/at/1335626/ 
/topic/at/1335926/ 
/topic/at/1336061/ 
/topic/at/1336118/ 
/topic/at/1336928/ 
/topic/at/1337199/ 
/topic/at/1337202/ 
/topic/at/1337203/ 
/topic/at/1337211/ 
/topic/at/1337227/ 
/topic/at/1337413/ 
/topic/at/1337825/ 
/topic/at/1337827/ 
/topic/at/1337880/ 
/topic/at/1337884/ 
/topic/at/1337885/ 
/topic/at/1337888/ 
/topic/at/1337902/ 
/topic/at/1338004/ 
/topic/at/1338011/ 
/topic/at/1338330/ 
/topic/at/1338341/ 
Auto-translated
Onehero7enemis
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 8 players on a 240x240 map: enough space for exploration and battles.
  • Random: lively and unpredictable – positions may be uneven.
  • Neutral armies – normal; border guards – fierce.
  • Resources – 120%, buildings – 156%: development is abundant.
  • Single hero mode: each player controls exactly one hero throughout the match.
  • Classic victory: defeat all opponents.
  • Players do not have a direct border – they are always separated by neutral zones.
  • Roads connect the zones, so routes between them are easily visible in the game.
  • Each player receives an area near their starting city to capture early on – for example, a second city or several mines.
  • Each player starts next to 4 castles.
  • Each player starts with mines near the castle: 2× lumber mill, 2× ore pit, 2× gold mine, 4× rare resource.
  • Each neutral zone with a castle contains 6 castles to capture.
  • Losing your starting hero ends the game – it is important to protect him.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 553.0 KB
Auto-translated
2VSII
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.3.

How it will play:
  • 4 players on a 128x128 map: quick contact and less space for development.
  • Corridors: a clear front line with defined directions and less chaos.
  • Neutral armies – normal; border guards – strong.
  • Resources – 100%, buildings – 100%: development is normal.
  • Each player starts with a hero limit of 1, +1 for each castle, up to 3.
  • The Gladiator Arena shifts the match towards regular arena battles.
  • Roads connect zones, so routes between them are easily readable in the game.
  • Each player starts with mines near their castle: 1× lumber mill, 1× ore pit, 1× gold mine, 3× rare resources.
  • Faction laws level up at 150% of the normal rate, and astrology levels up at 50%.
  • Each neutral zone with a castle contains 1 castle to capture.
  • Losing your starting city ends the game after a 7-day delay.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the location of the zones.
Attachments 2
2 files attached • Total size: 299.9 KB

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