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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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template functionality check
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 192×192 map: fast contact and less room for expansion.
  • Random: lively and unpredictable — positions may be uneven.
  • Neutral armies are normal; border guards are strong.
  • Resources — 300%, buildings — 150%: rich development.
  • Each player starts with a hero limit of 4, +2 for each Castle, up to 8.
  • Classic victory: defeat all opponents.
  • Players have no direct borders — they are always separated by neutral zones.
  • Roads connect the zones, so routes between them are clearly readable in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts near 2 Castles.
  • Each player starts with mines near the Castle: 1× sawmill, 1× ore, 1× gold, 3× rare.
  • Faction laws are upgraded at 150%, and astrology at 100% of normal speed.
  • Each neutral zone with a castle contains 2 Castles to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 315.7 KB
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funny
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240×240 map: plenty of room for exploration and battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies — brutal; border guards — brutal.
  • Resources — 300%, buildings — 200%: development is rich.
  • Each player starts with a hero limit of 4, +2 for each Castle, up to 8.
  • Classic victory: crush all opponents.
  • Roads connect zones, so routes between them are clearly readable in-game.
  • All player cities belong to one faction.
  • Each player gets an area for early capture near their starting city — for example, a second city or several mines.
  • Each player starts near 2 Castles.
  • Each player starts with mines near the Castle: 2× sawmill, 2× ore, 3× gold, 9× rare.
  • Faction laws are upgraded at 200%, and astrology at 100% of normal speed.
  • Each neutral zone with a castle contains 2 Castles to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 373.2 KB
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2hero 8pl random1
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240×240 map: plenty of space for exploration and battles.
  • Random: lively and unpredictable — positions may be uneven.
  • Neutral armies are strong; border guards are brutal.
  • Resources — 125%, buildings — 200%: development is rich.
  • Each player starts with a hero limit of 1, +1 for each Castle, up to 2.
  • Classic victory: crush all opponents.
  • Up to 8 additional portals open unexpected shortcuts between distant zones.
  • The engine randomly rotates the map every game (the preview shows one variant).
  • Roads connect zones, so routes between them are easy to read in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts with mines near the Castle: 4× sawmill, 4× ore, 4× gold, 6× rare.
  • Faction laws are upgraded at 125%, and astrology at 125% of normal speed.
  • Each neutral zone with a castle contains 1 castle to capture.
  • Loss of the starting hero ends the game — it is important to protect them.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 398.0 KB
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2hero 8pl ring1
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240×240 map: plenty of room for exploration and battles.
  • Ring / Wheel: players are arranged in a circle with predictable neighbors.
  • Neutral armies are strong; border guards are brutal.
  • Resources — 125%, buildings — 200%: development is rich.
  • Each player starts with a hero limit of 1, +1 for each Castle, up to 2.
  • Classic victory: crush all opponents.
  • The engine randomly rotates the map every game (one variant is shown in the preview).
  • Roads connect zones, so routes between them are clearly readable in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts with mines next to the Castle: 4× sawmill, 4× ore, 4× gold, 6× rare.
  • Faction laws are upgraded at 125%, and astrology at 125% of normal speed.
  • Each neutral zone with a castle contains 1 castle for capture.
  • Loss of the starting hero ends the game — it is important to protect them.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 349.4 KB
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Lilianta
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 6 players on a 240×240 map: plenty of space for exploration and battles.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies — strong; border guards — strong.
  • Resources — 172%, buildings — 127%: development is rich.
  • Each player starts with a hero limit of 4, +1 for each castle, up to 8.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (the preview shows one variation).
  • Roads connect zones, so routes between them are clearly readable in-game.
  • All player cities belong to a single faction.
  • Each player receives an area for early capture near their starting city — for example, a second city or several mines.
  • Each player starts near 2 castles.
  • Each player starts with mines near the castle: 2× sawmill, 2× ore, 1× gold, 3× rare.
  • Faction laws are upgraded at 125%, and astrology at 125% of normal speed.
  • Each neutral zone with a castle contains 2 castles to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 296.0 KB
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Chaos
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240×240 map: plenty of room for exploration and battles.
  • Labyrinth / Nostalgia: a branching spine with side passages — lots of exploration.
  • Neutral armies — brutal; border guards — brutal.
  • Resources — 200%, buildings — 25%: development is normal.
  • Each player starts with a hero limit of 2, +1 for each Castle, up to 8.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (the preview shows one variation).
  • Roads are disabled — zones are connected without drawn paths.
  • All player cities belong to a single faction.
  • Each player starts with mines near the Castle: 2× sawmill, 2× ore, 3× gold, 3× rare.
  • Faction laws level up at 150%, and astrology at 150% of normal speed.
  • 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 layout of the zones.
Attachments 2
2 files attached • Total size: 328.7 KB
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Custom Tournament
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 2 players on a 192×192 map: plenty of room for scouting before major battles.
  • Mirror: each player receives a symmetrical, comparable position.
  • Neutral armies — ordinary; border guards — ordinary.
  • Resources — 200%, buildings — 200%: development — rich.
  • Each player starts with a hero limit of 3, +1 for every Castle, up to 8.
  • Tournament mode: regular battles for points according to a schedule.
  • The engine randomly rotates the map each game (one variant is shown in the preview).
  • Roads connect zones, so routes between them are clearly readable in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Players immediately own all Castles in their home zone, not just the main town.
  • Each player starts with mines next to the Castle: 1× sawmill, 1× ore, 1× gold, 3× rare.
  • Each neutral zone with a Castle contains 1 Castle for capture.
  • Loss of the starting hero ends the game — it is important to protect them.
  • Tournament: first announcement — day 30. Decisive battle — day 35; subsequent battles every 30 days. The player who scores 2 points wins, and the army is preserved after battles.
  • Round 1: announcement — day 30; decisive battle — day 35.
  • Round 2: announcement — day 60; decisive battle — day 65.
  • Round 3: announcement — day 90; decisive battle — day 95.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 182.9 KB
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2707
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 2 players on a 176×176 map: plenty of room for scouting before major battles.
  • Jebus Cross / Spider: a rich, heavily guarded central zone that everyone fights over.
  • Neutral armies — strong; border guards — strong.
  • Resources — 150%, buildings — 110%: development is rich.
  • Each player starts with a hero limit of 2, +2 for each Castle, up to 2.
  • Classic victory: defeat all opponents.
  • Roads connect the zones, so routes between them are easy to read in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts with mines near the Castle: 1× sawmill, 1× ore, 1× gold, 3× rare.
  • Each neutral zone with a castle contains 1 castle to be captured.
  • Loss of the starting hero ends the game — it is important to protect him.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 148.1 KB
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2hero 8pl ring2
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.6.

How it will play:
  • 8 players on a 240×240 map: plenty of space for exploration and battles.
  • Ring / Wheel: players are arranged in a circle with predictable neighbors.
  • Neutral armies are strong; border guards are brutal.
  • Resources — 125%, buildings — 200%: development is rich.
  • Each player starts with a hero limit of 2, +1 for each Castle, up to 2.
  • Classic victory: crush all opponents.
  • The engine randomly rotates the map every game (one variant is shown in the preview).
  • Roads connect zones, so routes between them are easy to read in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts with mines next to the Castle: 4× sawmill, 4× ore, 4× gold, 6× rare.
  • Faction laws are upgraded at 125%, and astrology at 125% of normal speed.
  • Each neutral zone with a castle contains 1 castle for capture.
  • Loss of the starting hero ends the game — it is important to protect them.
  • Guard strength varies by approximately ±10%.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 349.4 KB
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Good day, for some reason the tournament isn't working =(
Any ideas why? Maybe too many rounds?

UPD
Reducing the number of rounds started the first battle, but subsequent fights didn't proceed =(

Upd2
I might have found the cause: the bot was dismissing/losing the starting hero and leveling up another one. Since the tournament is designed specifically for battles with the starting hero, the entire script likely broke. I've now checked the box that losing the starting hero = defeat; I'll test it.
Upd3
The bot still loses the starting hero and the game ends, meaning he levels up another one and can dismiss the starter without a second thought.
It looks like I also need to check the "1 hero on map" box, otherwise playing with the bot doesn't work.
In reply to DenisKaa007
User Avatar
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Deniskaa007
Good day, for some reason the tournament isn't working =(
Any ideas why? Maybe too many rounds?

UPD
Reducing the number of rounds started the first battle, but no further fights occurred =(

Upd2
I might have found the cause: the bot dismissed/lost the starting hero and leveled up another one. Since the tournament is designed specifically for battles with the starting hero, the entire script likely broke. I've now checked the box that losing the starting hero = defeat; I'll test it.

I think this could be a combination of an issue in the template and a limitation of the game engine.
The StartHero mode was selected for the tournament, meaning only the starting hero should participate in battles. However, the condition for defeat upon losing the starting hero was disabled. If the bot dismissed or lost this hero, the engine could no longer select a participant for the next tournament battle, which caused the tournament to stop. The assumption from UPD2 is most likely correct.

Additionally, 10 points for victory were set in the template—that's 19 rounds lasting up to day 198. Official templates feature a maximum of 3 points and 5 rounds.
Judging by the test results, the current engine handles longer tournaments unstably.

The editor allowed such an unsafe combination to be created.
I have released a new version 1.2.7 in which:
- defeat upon losing the starting hero is automatically enabled for any tournament;
- the tournament is limited to three points, meaning a maximum of five rounds.

For templates already generated with the old editor, I recommend checking the box for defeat upon losing the starting hero and setting no more than 3 points for victory.

After this, the tournament should function significantly more reliably.
Thank you for the detailed report and testing.
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Tournament v1.4
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.7.

Gameplay details:
  • 2 players on a 240×240 map, plus 10 neutral towns and 20 content zones.
  • 20 portals connect distant zones.
  • Single hero mode: each player leads exactly one hero throughout the match.
  • Tournament mode: regular battles for points according to a schedule.
  • Tournaments: first announcement — day 14. Decisive battle — day 18; subsequent battles every 10 days. The winner is the one who scores 10 points, army is preserved after battles.
  • Round 1: announcement — day 14; decisive battle — day 18.
  • Round 2: announcement — day 24; decisive battle — day 28.
  • Round 3: announcement — day 34; decisive battle — day 38.
  • Round 4: announcement — day 44; decisive battle — day 48.
  • Round 5: announcement — day 54; decisive battle — day 58.
  • Round 6: announcement — day 64; decisive battle — day 68.
  • Round 7: announcement — day 74; decisive battle — day 78.
  • Round 8: announcement — day 84; decisive battle — day 88.
  • Round 9: announcement — day 94; decisive battle — day 98.
  • Round 10: announcement — day 104; decisive battle — day 108.
  • Round 11: announcement — day 114; decisive battle — day 118.
  • Round 12: announcement — day 124; decisive battle — day 128.
  • Round 13: announcement — day 134; decisive battle — day 138.
  • Round 14: announcement — day 144; decisive battle — day 148.
  • Round 15: announcement — day 154; decisive battle — day 158.
  • Round 16: announcement — day 164; decisive battle — day 168.
  • Round 17: announcement — day 174; decisive battle — day 178.
  • Round 18: announcement — day 184; decisive battle — day 188.
  • Round 19: announcement — day 194; decisive battle — day 198.
  • The engine randomly rotates the map every game.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 439.5 KB
In reply to HwKeeper
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HwKeeper

I think this could be a combination of an issue in the template and a limitation of the game engine.
The StartHero mode was selected for the tournament, meaning specifically the starting hero must participate in battles. However, the loss condition upon losing the starting hero was disabled. If the bot dismissed or lost this hero, the engine could no longer select a participant for the next tournament battle, causing the tournament to stop. The assumption from UPD2 is most likely correct.

Additionally, 10 victory points were set in the template — that's 19 rounds up until day 198. Official templates have a maximum of 3 points and 5 rounds.
Judging by the test results, the current engine handles longer tournaments unstably.

The editor allowed such an unsafe combination to be created.
I have released a new version 1.2.7 in which:
- loss upon losing the starting hero is automatically enabled for any tournament;
- the tournament is limited to three points, meaning a maximum of five rounds.

For templates already generated with the old editor, I recommend checking the box for loss upon losing the starting hero and setting no more than 3 victory points.

After this, the tournament should operate significantly more reliably.
Thank you for the detailed report and testing.

I tested a map with a large number of rounds; nothing crashes, it works normally (conducted 11 duels, lost to the bot once and won 10 times).
Therefore, this setting can be restored; everything is working stably.
If playing against a bot, you should set only 1 hero for the tournament, otherwise the bot will simply level up another one and may delete/lose the starting hero.
I have 2 questions about the generator:
1. When creating a template, there is a setting: number of rare mines. As far as I've noticed, only the mines necessary for that race are generated, while other rare ones do not appear nearby. For example, you set 3 rare mines, choose Temple, and 3 crystal mines are generated nearby, but mercury and gems are completely absent. It is the same with any race.
2. There is an "additional movement" bonus setting, but regardless of what value I set, it always increases only twofold, from 175 to 350.
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Hero Path v1
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.8.

I hope it turns out as intended =)
Each player must travel a path of 15 zones from their castle; at the end, there will be another castle for teleportation and army concentration.
The starting zone and the following 2 are low-danger areas for leveling up.
An analogue to the Hero's Path from the third game =)

How it will play:
  • 2 players on a 240×240 map: plenty of room for scouting before major battles.
  • Corridors: a front line with clear directions and less chaos.
  • Neutral armies are strong; border guards are brutal.
  • Resources — 100%, buildings — 70%: development is standard.
  • Each player starts with a hero limit of 2, +1 for each castle, up to 4.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (the preview shows one version).
  • Roads are disabled — zones are connected without drawn paths.
  • All player cities belong to a single faction.
  • Each player receives an area for early capture near their starting city — for example, a second city or several mines.
  • Each player starts near 4 castles.
  • Each player starts with mines near the castle: 4× sawmill, 4× ore, 8× gold, 4× rare.
  • Faction laws are upgraded at 100%, and astrology at 200% of normal speed.
  • Each neutral zone with a castle contains 1 castle to capture.
  • Guard strength varies by approximately ±50%.
Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 322.0 KB
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Maxus
Random map template for Heroes of Might and Magic: Olden Era, created in HeroesWorld RMG Template Builder v1.2.8.

How it will play:
  • 5 players on a 144×144 map: fast contact and less room for expansion.
  • Network / Crossroads: players share several routes through common neutral nodes.
  • Neutral armies — normal; border guards — normal.
  • Resources — 110%, buildings — 100%: development is normal.
  • Each player starts with a hero limit of 4, +1 for each castle, up to 8.
  • Classic victory: defeat all opponents.
  • The engine randomly rotates the map every game (the preview shows one variation).
  • Roads connect zones, so routes between them are easy to read in-game.
  • Each player receives an area for early capture near their starting town — for example, a second town or several mines.
  • Each player starts with mines next to the castle: 1× sawmill, 1× ore, 1× gold, 3× rare.
  • Each neutral zone with a castle contains 5 castles to capture.

Download the attached .rmg.json file and place it in the map_templates folder. The preview image shows the layout of the zones.
Attachments 2
2 files attached • Total size: 241.1 KB

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