Skip to content

Posts from Useful information: templates, maps.

5.0 (6 ratings)
User Avatar
Auto-translated

Greetings to all fans of Heroes of Might and Magic 3!
I present to you a new template, speed 3. In a way, it is a reduced copy of the panic template.
Description:
Starting zones (1 and 2) have a small amount of resources, 1 wood mine, 1 ore mine, and mercury.
The content of these zones: 4500-6000 (2), 3500-4500 (5), 300-2000 (6).
From these zones, you can enter zone 3 or 4 (depending on which color you are playing). The passage is slightly simplified (4500).
The content of these zones: 3500-7000 (7), 1500-2000 (2), 300-1500 (6). Here there is one sulfur mine each, and there is a Necropolis village.
From zones 3 or 4, you can enter the so-called central zones (5 or 7, 6 or 8). Passage guard = 6000 (like on the SM map).
The content of these zones:
6000-8000 (6), 3500-6000 (3), 800 (3). Here are villages of random type with random terrain (may not match the village type, only sand cannot be). Zones 5 and 6 have 1 gem mine each, and zones 7 and 8 have a crystal mine each.
From zones 5 or 8, 6 or 7 you can enter treasure zones 9 or 10. Most generations gave from 1 to 5 curiosities (average 3), and 1-3 level 3 artifacts (0 - 3). There is also the possibility of spawning a Griffin Conservatory, various monetary buildings, a Dragon Utopia, or Pandora's Boxes.
The content of these zones: 9000 - 9001 (2), 1500 - 3000 (4), 11000 - 13000 (6). The terrain depends on the castle; there is a castle (i.e., not a village), no mines. Guard in the treasure zone = 10500.
Besides all this, there are also a couple of passages from zone 5 to 8 and from 7 to 6 (guard 8000), passages between treasure zones are 15500.
Played on ships (130%) and m-u size.
p.s. Unlike the original treasure zone in the panic template, this one has certain features. For example, if the opponent has an army advantage, you can build a castle and hide for a night's rest :). If the opponent is standing at the speed point in the treasure zone corridor, you can burn him, break through the passage, and attack :). Then, also by taking a couple of curiosities and level 3 artifacts, you can break a mini Utopia without much trouble :).
p.p.s. If any suggestions regarding this template or questions arise, contact me on ICQ 644959530.

p.p.p.s. Changes
1) After some generations, I noticed that due to the large number of mines, bugged and empty passages were generated, and some double passages (i.e., two-way portals) appeared directly on the road, which is not good. Therefore, I had to reduce the number of mines, which allowed various Pandora's Boxes, Medusa dens, and Griffin Conservatories to generate.
2) Now the terrain of the treasure zone depends on the castle type; there cannot be a Necropolis in the treasure zone.
3) The starting zone has been slightly reduced.
4) Due to the fact that the treasure zone often generates many curiosities, I placed in the free slot the possibility of generating various monetary objects, stat boosters, and Griffin Conservatories.
Attachments 1
1 file attached • Total size: 3.2 KB
Пока!
Auto-translated
Why only 1 mine for rare resources? A lot will depend on chance: will the Barbarians get crystals or will the Fortress get sulfur? Also, why give skeletons an extra bonus in the Treasury? It seems like they are already a pretty strong race.
User Avatar
Auto-translated
Hello everyone!

I've created a template here. :-)

I haven't touched the zone contents; the changes only affect the transitions. More on that below.
Diagram:



Changes: The transition from zone 1 to zone 2 has been removed, and consequently, there is no more Guardian Tower there. Now there are two Guardian Towers, one located between zones 1 and 4, and the other between zones 2 and 8.
The goal of this template is to eliminate restarts caused by encounters on this template and to make passing through the Guardian Towers mandatory. In other words, the game will now be noticeably longer.

Unfortunately, the imbalance in the paths has not been fixed; I couldn't come up with anything. After 50 generations, I didn't find anything that could interfere with the game, so I ask you to test it.

And yes, of course, it no longer quite resembles any of the three standard maps, since there is no transition from 1 to 2. I thought about it and decided that, in principle, the Guardian Towers are broken through so rarely that either you have to get lucky with the starting resources, or the game will last at least a month. Therefore, a perfectly logical assumption is that everyone gets an equal start.

The only problem is that each player can go to, let's say, another player's treasure. Therefore, I suggest removing the transitions from 3 to 4 and from 8 to 9. What do you think? And maybe then something will change with the paths...
Attachments 1
1 file attached • Total size: 3.5 KB
In reply to Sadness
User Avatar
Auto-translated
Vaflya


The only problem is that each player can go to, let's say, another player's "town." Therefore, I suggest removing the transitions between 3-4 and 8-9. What do you think? And maybe then something will change with the roads...

not quite... the passage between 3 and 4 is good, but 8 and 9 definitely shouldn't be connected, most likely 8 and 10 would be better. I haven't checked yet, but maybe if we remove these roads and put 1 Fortress in each town, then maybe we won't have to run through the wilderness, although in that case, it will turn out to be a version 2 of the map :)
Пока!
In reply to PlayHeroes_HP
User Avatar
Auto-translated
PlayHeroes_HP
Not quite... a passage between 3 and 4 is good, but 8 and 9 definitely won't work; it's more likely 8 and 10, which would be more correct. I haven't checked yet, but it's possible that if you remove these roads and place one Fortress in each of the three main towns, you might not have to run along the roads, although in that case, it would be like a version 2 of the map.

Yes, undoubtedly, I meant 8-10. That is, each player has 2 main towns and two secondary towns.

I'll try to redraw the scheme.
User Avatar
Auto-translated
I've edited it; here's the second version.


Now, all that's left is to test it thoroughly.
Attachments 1
1 file attached • Total size: 3.4 KB
Auto-translated
Hello everyone!
I have a request for those who know how to edit templates. I found a map called "Guerilla" in this thread, and it seemed interesting to me. But there's one thing I don't like. At the start, both players have 4 castles. I would be very grateful if you could correct the template so that there is only one castle for each player, and their locations prevent them from meeting too quickly.
Attachments 1
1 file attached • Total size: 7.5 KB
Auto-translated
Since the Jebus Cross template came to us "from there," it accordingly has limited Necropolis and Conflux presence: as secondary towns on their own resource nodes, as third-tier towns, and also without Conflux monsters. However, these towns are allowed in our maps, so a map with a full presence of these towns would look more interesting. I have edited the template to include all of this.
Attachments 1
1 file attached • Total size: 2.0 KB
In reply to matias
User Avatar
Auto-translated
matias
Hello everyone!
I have a request for those who know how to edit templates. I found a map called Guerilla in this thread, which I found interesting. But there is one thing I don't like. At the start, both players have 4 castles. I would be very grateful if you could correct the template so that there is only one castle for each player, and their locations would prevent them from meeting too quickly.
Actually, Vic created this template specifically for quick encounters in large numbers.
In reply to PReDS
Auto-translated
PReDS
Actually, Vic created this template specifically for upcoming meetings with a large number of participants.

That's what I understood. But I would like to see the map in a different format, which is why I am turning to those who have the skills...
In reply to matias
Auto-translated
matias
I understood that. But I would like to see the map in a different form, so I am asking people who know how to do it...

:)


How do you create image templates, like the ones shown above?
Attachments 1
1 file attached • Total size: 7.5 KB
User Avatar
Auto-translated
Third template. Teamwork.



The meaning follows from the template's name. From the starting respawns, you exit into a common rich zone (content similar to Jebus Cross) and a shared sandy treasure zone. Guards from respawns are 3k, ГО 45k.

P.S.: The template is raw, I recommend testing it before playing.
Attachments 2
2 files attached • Total size: 6.5 KB
Auto-translated
Sorry, I'm not very familiar with templates. But is there something like special victory conditions – defeat a monster, find an artifact...?
In reply to zagvazdin
User Avatar
Auto-translated
zagvazdin
Sorry, I'm not very familiar with templates.
Is there something like special victory conditions - defeat a monster, find an artifact...?

I can't say anything about online play, as it seems that all you need to do is defeat your OPPONENT. However, in single-player mode, when playing against the computer, if one of these conditions is set for the map, then you need to do exactly that. For example, if the condition is to defeat a monster or a hero, then you need to defeat, say, 50 dragons or a hero of level 30 to win the scenario. Otherwise, even if you kill all the computer-controlled players, nothing will happen, and the game will not tell you that you have won the scenario until that condition is met.

Statistics