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Name: Volcano's Heart









Name in game resources: Volcano's Heart
Map type: Multiplayer
Two-level map: yes
Game version: 3.0, 3.1
Number of players: 5
Size: huge
Map author: MasteR
Description: On the slopes of a volcano that caused much destruction several centuries ago and is now dormant, five peoples founded their kingdoms. For a long time, each people paid no attention to its neighbors and was only engaged in extracting resources from the mineral-rich volcanic lands. But later it was discovered that one of the great artifacts, called Volcano's Heart, is located in the depths of the volcano. If one of the peoples can seize this artifact, it will easily defeat all its enemies and take possession of their lands.

Volcano's Heart v1:

Changes:

1) Resources and artifacts have been added to each area.
2) The level of some neutrals has been weakened.
3) The position of some objects has been changed.
4) Objects with free resources have been added.
5) The way through the central part has been changed.
6) Compared to the very first version, the power of the artifact has been changed. Now it adds +7 units to the hero's main characteristics, +2 to luck and morale.

Have a nice game!
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MasteR, thank you for the map! It made a couple of cold Moscow summer evenings more enjoyable. The path to the "heart" is beautiful, no doubt about it. But the "heart" itself didn't impress me. To be honest, I expected something more interesting and new from the author. That's what kept my interest in the game throughout. I think, dear MasteR, you should consider this.
Невозможно всегда быть героем, но всегда можно оставаться человеком. Гёте
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In reply to NİKOLAY
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NİKOLAY
MasteR, thank you for the map! It made a couple of cold Moscow summer evenings more enjoyable) The path to the "heart" is beautiful, no doubt about it) But the "heart" itself didn't impress me. To be honest, I expected something more interesting and new from the author. That's what kept my interest in the game. I think, dear MasteR, you should think about this)

Yes, I played it myself and realized that the artifact is too weak. I think I'll increase it to +6 or +8 to each parameter at least) Thank you for your feedback.

Added 15 minutes later
I've updated the map version and strengthened the super artifact. If anyone wants, I can also upload the map in a format for playing in alliances - 2 against 3 and 1 against 4.
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The artifact was decent in the first version. The map itself seems a bit too large, in my opinion. I started playing and turned off autosaving, then went ahead, got the artifact, and captured two cities. After that, I kind of lost interest, and the game crashed, so I didn't feel like replaying. Also, it would probably be better to define the factions right away so that the locations match them.
In reply to asseco
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asseco
The artifact was decent in the first version. The map itself seems a bit too large, in my opinion. I started playing, disabled autosave, went to get the artifact, captured two cities, and then I kind of lost interest, and the game crashed, so I didn't feel like replaying. Also, it would probably be better to define the factions right away so that the terrain locations correspond to them.

The terrain changes in such a way that no faction has a particular advantage. If you fix the factions for 5 players, it turns out that 3 factions will remain unused. That's a drawback. Also, what if players want to play in an alliance and choose the same faction? And you could place Haven in the desert and Necropolis on scorched earth, so that both have approximately the same movement penalty.

Could you provide more details about the difficulty level of the game? How many opponents were there? Was it against AI or a human player? Do you have an AI mod installed?
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Одиночные сценарии Heroes V 3.1:


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Мультиплеерные карты для Heroes V 3.1:

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In reply to MasteR
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MasteR
Could you provide more details? What difficulty level was the game played on? How many opponents were there? Was it against AI or a human player? Is there an AI mod installed?

I played on "Warrior" difficulty as Humans. I got lucky with the heroes. My starting hero was Gordrik, and I quickly recruited Frida with "Vengeance," followed by Isabelle the next week.
The opponents were Elves (blue), Humans (yellow), and two Orcish towns.
I played against the AI. Regarding mods, which one are you referring to?
Overall, the map is interesting, with plenty of places to explore, but due to its size, it takes a long time to load and crashes.
Once the artifact and two towns are captured, the interest wanes, especially since the neutrals become extremely strong by that point.
By the way, the two Orcs didn't fight each other for some reason?
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asseco
I played as Humans with the Warrior class. I got lucky with the heroes. My starting hero was Gordrik, and Frida with "Vengeance" joined him right away. The following week, Isabel joined.
My opponents were Elves (blue), Humans (yellow), and two Orcish towns.
I was playing against the AI. Regarding mods, which one are you referring to?
Overall, the map is interesting, and there are plenty of places to explore, but due to its size, it takes a long time to load and crashes.
Once you capture artifacts and two towns, the interest fades, especially since the neutrals become extremely strong by that time.
By the way, the two Orcs didn't fight each other for some reason?

A mod for mega AI. Playing against humans on such maps is still a priority. If I play against the computer in Multiplayer, I get bored on any map as soon as there are no strong opponents left, i.e., sometimes it's enough to defeat the AI's main hero, and there's no point in continuing the game.
With a human, you can at least agree to develop your characters well first, and then have the decisive battle. This keeps the interest until the end of the game.
Regarding the crashes, it's not due to the map size, but something else. It needs to be investigated. It crashed a couple of times for me too.
For the AI playing as the Warrior, the guards on the map are very strong. They probably don't pose a significant threat
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Одиночные сценарии Heroes V 3.1:


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Мультиплеерные карты для Heroes V 3.1:

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I played as a human hero against Warlocks (considering them a serious opponent) and completed the game in 17 weeks. To be honest, my impressions weren’t the best: it’s too straightforward (I’m not talking about the landscape), so, due to the map’s size, it gets a bit tedious. By the way, I never made it to the Dungeon. In my opinion, adding significantly more useful objects (skills, money, etc.) to the map, as well as artifacts and chests with experience (which is very important at the beginning of the game), would make it more engaging and diverse.
In reply to Antik
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Antik
I played as a human hero against the Dungeon faction (considering them a serious opponent) and completed the map in 17 weeks. To be honest, my impressions weren't the best: it's too straightforward (I'm not talking about the landscape), so because of the map's size, it gets a bit tedious. By the way, I never made it to the Dungeon. In my opinion, adding significantly more useful objects (skills, money, etc.) and artifacts and chests with experience (which is very important at the beginning of the game) would liven up and diversify the map.

Thank you for the advice. I think I'll add a few more artifacts, chests with campfires, and also make the passage through the volcano more difficult. Maybe for this, instead of fire dragons, I'll put border guards (even if it won't look very natural), and the tents will remain in the Dungeon.
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Одиночные сценарии Heroes V 3.1:


Незваные гости
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Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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In reply to MasteR
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During the time when the summer slumber is in full swing, the appearance of a new map is a pleasant surprise. For this alone, the author deserves the warmest words of gratitude. However, I won't praise him too much. To a large extent, the map did not live up to my expectations. But, let's go through everything in order. An undeniable advantage of the map is that, despite its size, it runs very smoothly: the AI doesn't lag during its turn, there are practically no crashes, and saves load correctly. I liked the non-trivial landscape – it's beautiful. But the routes for movement on the map are poorly designed (I agree with Antik). The huge Dungeon is not very functional. You can only go there out of curiosity. To a large extent, this map seemed to me like an expanded version of "Old Friends." In terms of strategy, whoever reaches the center first wins. This greatly limits the choice of starting heroes. Another point: mines are scattered over a very large area, with serious protection. In this situation, a number of castles are in a decidedly unfavorable position (no wonder most of those who wrote comments played as Humans). I played a couple of times as Humans, and even without capturing a couple of mines, I won without any problems. And when I decided to play as Dwarves on the same map, it was utter misery. I also didn't like the fact that the dolmens of knowledge, which at least somewhat ease the start, turned out to be scattered at a great distance from the castle. Some are in an area where the hero arrives already leveled up and with 1000 experience points – this is not significant help. The protection of the dolmens is excessive. Just like the protection of the "hotabych" – hundreds of Arcane/Lava Dragons. If your hero is able to break through them without serious losses, retraining him will only spoil him. In my opinion, the map lacks mills and other small things to distribute random freebies.
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13ga
During a period when the summer slumber is in full swing, the appearance of a new map is a pleasant surprise. For this alone, the author deserves the warmest words of gratitude. However, I won't praise too much. To a large extent, the map did not live up to my expectations. But, let's go through everything in order. An undeniable advantage of the map is that, despite its size, it runs very smoothly: the AI doesn't lag during its turn, there are practically no crashes, and saves load correctly. I liked the non-trivial landscape – it's beautiful. But the routes for movement on the map are poorly designed (I agree with Antik). The huge Dungeon is completely non-functional. You can only go there out of curiosity. This map, to a large extent, seemed to me like an expanded version of "Old Friends." Strategically, whoever reaches the center first wins. This greatly limits the choice of starting heroes. Another point: mines are scattered over a very large area, with serious protection. In this situation, a number of castles turn out to be in an extremely unfavorable position (no wonder most of those who wrote comments played as Humans). I played a couple of times with the Human castle, and even without capturing a couple of mines, I won without any problems. And when I decided to play as Dwarves on the same map, it was utter misery. I also didn't like the fact that the dolmens of knowledge, which at least somehow ease the start, turned out to be scattered at a great distance from the castle. Some are in an area where the hero already arrives with a high level and 1000 experience points – this is not significant help. The protection of the dolmens is excessive. Just like the protection of the "hotabych" – hundreds of Arcat/Lava dragons. If your hero is capable of breaking through them without serious losses, retraining him will only spoil him. In my opinion, the map lacks mills and other small things to provide random freebies.

Regarding the passages to the center, I have already commented. I will make it so that visiting the Dungeon is mandatory to access the Utopias. Regarding the dolmens – this is an important point, and I will definitely fix it. And I will scatter a few more chests so that the start is easier. Regarding the protection – I only strengthened it in some places, but in general, it is standard. I played through the map with Mages, Necromancers, and Elves. It was a bit difficult with the first ones). Thank you for the advice.

Added after 4 hours 34 minutes
The map version has been updated


Name in the game resources: Heart of the Volcano v1

Changes:

1) Resources and artifacts have been added to each area.
2) The level of some neutral creatures has been weakened.
3) The position of some objects has been changed.
4) Objects with free resources have been added.
5) The way to pass through the central part has been changed.
6) Compared to the very first version, the power of the artifact has been changed. Now it adds +7 to the hero's main characteristics, +2 to luck, and morale.
Кампании для Heroes V 3.1 (Трилогия):

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You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
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Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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In reply to MasteR
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I played the updated version of the map. For the most part, the changes have improved it. The space is used much better now. By the end of the game, approximately 3/4 of the map area is revealed. The added chests, mill, and other minor additions have enlivened the starting area. The game time has increased by 1.5-2 months. The hero's usefulness rating has changed. (I played with the human castle again). In the previous version of the map, Dugald seemed preferable, but in the updated version, Rutger is in a league of his own. Now, for the downsides. The map has become significantly more prone to glitches. This isn't a major issue yet, but the trend is not good. The map still favors certain races (humans, orcs, undead, elves). In my opinion, everything has become too drawn out, although many will find this arrangement to be good. For a long time, no opponents are visible, then you manage to find them, but again, there's a problem: with Rutger, all the AI heroes refused to fight. They fled on the first turn. The AI doesn't develop well. It is reluctant to capture the outer dwellings and prefers not to touch most of the resource guards on its territory. As a result, even my secondary heroes were stronger than the AI heroes. I didn't like the underground river. It's already slow, and adding seafaring – embarking/disembarking – makes it even slower. For this reason, I didn't want to visit the central island at all; the action takes place away from it. And killing a couple of hundred lava dragons is much more troublesome than fighting any of the AI heroes. (And this island is the core of the map's concept). I think there is potential for editing here. Thank you to the author for the map.
In reply to 13га
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13ga
I played the updated version of the map. For the most part, the changes have improved it. The space is used much better. Now, by the end of the game, about 3/4 of the map area is revealed. The added chests, mill, and other small details have enlivened the starting area. The game time has increased by 1.5-2 months. The hero's usefulness rating has changed. (I played with the human castle again). In the previous version of the map, Dugald seemed preferable, but in the updated version, Rutger is in a league of his own. Now, for the downsides. The map has become significantly more prone to glitches. This isn't a major problem yet, but the trend is not good. The map still favors certain races (humans, orcs, undead, elves). In my opinion, everything has become too drawn out, although many will find this arrangement to be good. For a long time, no opponents are visible, then you manage to find them, but again, there's a problem: with Rutger, all the computer heroes refused to fight. They ran away on the first turn. The AI doesn't develop well. It is reluctant to capture the outer dwellings and prefers not to touch most of the resource guards on its territory. As a result, even my secondary heroes were stronger than the AI heroes. I didn't like the underground river. It's already long, and now there's also sailing - embarking/disembarking. For this reason, I didn't want to visit the central island at all - the action takes place away from it. And killing a couple of hundred lava dragons is much more troublesome than fighting any of the AI heroes. (And this island is the core of the map's concept). I think there is potential for editing here. Thank you to the author for the map.

In my opinion, there are races that will almost always have an advantage on any map, and there's nothing you can do about it. Regarding the AI, there's also nothing you can do about it; to get the most enjoyment from the game, it's better to play against a human. If there aren't many human opponents, I can create a version where 1 player is allied against 4. The map glitch is definitely not due to the size; it's more likely due to the effects in the center of the underground area, which had to be given a negative height. Thank you for the valuable comments; there is much to work on
Кампании для Heroes V 3.1 (Трилогия):

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Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
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In reply to MasteR
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MasteR
I can create a version where 1 player faces 4 in an alliance.
In my opinion, this map has great potential as a “single-player” map. It’s too large for “multiplayer.” The presence of a super artifact and a very beautiful landscape aren’t that important in “multiplayer”; it’s more about the balance of power. To create a high-quality “single-player” map, it just needs a little more work: allow the player to choose one castle, and give the remaining castles to the computer with an easier start, perhaps by giving it heroes with some pre-defined skills for development.
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13ga
In my opinion, this map has great potential as a "single-player" map. It's too large for "multiplayer." The presence of a super artifact and a very beautiful landscape aren't that important in "multiplayer"; it's more about the balance of power. And to create a good "single-player" map, it's missing just a little: leave one castle for the player to choose, and give the rest to the computer with an easier start, perhaps giving it heroes with some initial skills for development.

In my opinion, to make this map "not too large," the artifact located in the center of the volcano should be given "flying" properties (like the Angel Feather Cloak :smile36:), so that the hero who conquers it will become much stronger than his opponents :cool:.

P.S. And the guard protecting the artifact is too weak :smile48: - it can be easily defeated without losses even by ordinary Furies :smile04: (a replay is attached; the same can be done with Hell Hounds, upgraded Fairies, Higher Vampires, and other mobile creatures), so it needs to be strengthened.
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Если споришь глупцом - срочно проверь не делает ли он тоже самое!:smile13:
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