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Posts from "World 4 You″

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12 years ago
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Title: "World 4 You"
Map name: "World 4 You"
Two-level map: yes
Size: 252x252 (XXL)
Number of players: 8
Number of humans: 8
Game version: The Shadow of Death and higher
Map author: SBGames
Map description: Maps based on real territories; you can play as any player. They were designed for single-player mode (playing against AI), but you can also play in other modes.
Not tested with scripts (WoG), commanders, etc... well, it's distributed "as is"...

Map page >>>

Beta version of a very large world map.
For those who want to/can help test the map.
During gameplay, you need to check:
1. Whether there are any inaccessible buildings (that you cannot reach).
2. Whether strong monsters block the way to weak monsters anywhere.
3. And in general, suggestions and comments are welcome.
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12 years ago
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A map update for Heroes 3, “World 4 You” version 0.95, is now available.



* Garrison strength reduced.
* Turquoise – passage to Murmansk.
* Purple – passage to Burma.
* Unique heroes from AB are available for hire (excluding Gelu, Dragon, and Mutare Drake).
* Minor balance adjustments.

A world map of extremely large size for Heroes 3 (Heroes of Might and Magic III)
http://sbgames.su/karta-mira-dlya-geroev-3-homm-iii/
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12 years ago
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A map update for Heroes 3, “World 4 You” version 1.0, is now available.



* It is now possible to reach the stables on the coast of Brazil – fixed.
* Added versions with fewer restrictions and without magic restrictions.
* Added a patched map editor.

A world map of extremely large size for Heroes 3 (Heroes of Might and Magic III)
http://sbgames.su/karta-mira-dlya-geroev-3-homm-iii/
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11 years ago
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XXL map update for "World 4 You" for Heroes 3



Team versions of the maps have been added.
English versions have been added.
An editor pack has been added.
__________

A world map of extremely large size for Heroes 3, but despite its size, it is very "compact".
Epic battles with the computer's army, where it has 200-300 creatures of the 6th level, which corresponds to the scale of the map.

Size: XXL (252 x 252)
Game version: The Shadow of Death (SoD) and higher

Three variations of the map are available (each of them in two versions - for single-player and for alliance play):
* Version without restrictions on spells (the main version of the map)
* Version without the spells "Town Portal", "Fly", "Water Walk", "Dimension Door".
* Version without the spell "Dimension Door".

Map page >>>
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11 years ago
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first: how did you manage to create such a map?
and second: it will take a very long time to complete, so it makes more sense to play with flight, a portal to the city, and other useful features; even with them, it will still be very long.
and most importantly: if you start as Necropolis, things will get really tough; with such a high density, by the end of the game, the Necropolis will definitely have around 50,000 skeletons...
I'm still playing through it, and I can only say that I haven't felt the balance yet, just a huge amount of units...
in general, for now, the map seems like a deadly and twisted creation, although most author-made maps suffer from the fact that 99-99-99-99 skills accumulate, all the cool artifacts are collected, and the army is no less than 1,000 in each stack...
I don't know how it will go, but I can definitely say that there is a huge water area that is not particularly filled with anything...
11 years ago
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How did you manage to create such a map?
Snake_B did a great job. I don't even have enough resources for a map size L, let alone XXL... My motivation is fading...
and secondly: it will take a very long time to complete, so it makes more sense to play with flight, a portal to the city, and other useful features, even with those it will be very long.
There are 3 versions of the maps in the archive, including one without a magic limit.

In the worst case, you can customize the available spells in the map editor yourself.
In reply to MontikM
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11 years ago
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MontikM
Snake_B did a great job. I don't even have enough resources for a map size L, let alone XXL... It's discouraging...

There are 3 versions of the maps in the archive, including one without magic restrictions.

In the worst case, you can adjust the available spells yourself in the map editor :)
I know, I'm playing the version without restrictions, I just mean that the restrictions on this map are unnecessary...

The map is more designed for a good single-player game against the AI, rather than for online play, so there's no point in removing the spells (the AI will also be more fun with them).
In reply to bolotnik
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11 years ago
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bolotnik
...most custom maps suffer from the fact that they accumulate 99-99-99-99 skills, all the best artifacts, and an army of at least 1,000 units in each stack...
I didn't notice that most maps are like that. There are some, of course, but I don't like such perversions either.
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11 years ago
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dnaop-wr
I didn't notice that most maps are like that. There are some, of course, but I don't like such perversions either.
well, there aren't that many, but I had a streak of bad luck when I opened an author's map, and in the end, we got something like this

Added 20 minutes later
MontikM
Snake_B did a great job. I don't even have enough for a map of size L, let alone XXL... The enthusiasm fades...
the thing is that it's impossible to make such a map in the regular editor; what mod or script was used to make it possible to create a map of this format?
In reply to bolotnik
11 years ago
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The whole point is that it’s impossible to create such a map in a regular editor. What mod or script was used to make it possible to create a map of this format?
You need a modified map editor.

In general, the essence of the map editor modification is simple: a part of the executable file is adjusted, in which the map sizes are specified: the standard map sizes are replaced with larger sizes. The editor itself works normally with these large sizes.

In theory, you can create a map of simply enormous size, but as practice shows, maps larger than 252x252 (XXL) have glitches either in the editor and/or in the game itself.

P.S. In the Horn of the Abyss add-on, the standard map editor allows you to create XXL-sized maps, but this size is called G there, and you can only play the maps created in the Horn of the Abyss editor in Horn of the Abyss.
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11 years ago
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Well, here's what I noticed: - The AI is incredibly stupid; I've never seen anything like it. - The AI players are blue, green, and purple; I'm playing as brown (all magic is allowed, with an ally). - The red and pink AI players just sat in their cities. - There are no challenging or interesting battles anymore. - In the last 6 months, there were only a few intense battles, but the AI didn't impress me in any of them. Now, my main hero just crushes the enemy units. - My main hero, with 60+ primary skills, simply destroys everything. - The game has turned into a boring game of tag: chase and kill. [Added 12 hours and 12 minutes later] I completed the map on the "Knight" difficulty level for the "Swamp" scenario. Next, I'll play on the "Queen" difficulty level without an ally. I chose brown – Australia. I completed it with a score of 9-1-1. I didn't capture New Delhi or find the Grail. Pros: - Large size, complex teleportation system. - A large number of monsters. - Many cities. - Many heroes, many battles, lots of good stuff. Cons: - The map layout: it seems like a huge map, but it doesn't feel that way. The cities are located in a straight line, only one or two steps away from each other. - The AI is incredibly stupid. Sometimes it just sits there and doesn't attack, other times it just jumps into portals, runs past cities it could capture, etc. - By turn 9-1-1, I had an alliance with the Angels, and my attack and defense were at level 90. My magic was slightly lower, and the computer was defeated instantly. - The map's balance is off. There are cities, and then there are fields and forests with everything else. Why do I need all that other stuff? I didn't even unlock a lot of it. I just walked along the road for a few turns, and my hero with experience in logistics and pathfinding captured everything in a few turns and then moved on to the cities. Ideally, it should be that you have to fight your way through monsters and forests to get from one city to another. - The AI gets lost in those fields, which allows me to capture its cities and then find and defeat it. - Honestly, I didn't even check the availability of buildings – there's no point, since everything is so close together. On the "Knight" and "Queen" difficulty maps, they try to spread the cities out as much as possible and make the maps more challenging. - In general, I complete "Knight" and "Queen" difficulty maps in a similar way to how I completed this map with one main hero. - I chose the "Swamp" scenario and the "Bronze" hero. - I learned protection, magic resistance, tactics, logistics, pathfinding, wisdom, air magic, and earth magic to the "Expert" level. - Then I removed the gnolls from my squad and just crushed everyone. - In my opinion, the map needs to be reworked. - There is a lot of empty space – water. - England could be moved further away from Europe, and the portal could be removed. Let them swim there. The cities in Europe could be spread out further, and Europe itself could be expanded, not just a straight road. Instead, add fields, forests, and monsters. - I didn't even have time to understand the underground level, but it seems to me that it's not "Extremely Hard" (XXL), but "Medium" (M) in size: there are 4 enemy castles right away, then two areas, and then enemy cities again. - The rest of the space is empty, just EMPTY!!! - Another big drawback is the cursed lands in the cities. Warriors rejoice, but mages suffer and experience pain. But somewhere, there is magical land under the city... - It's unclear what it's for and why. - Apparently, there is no balance at all. The blue, green, and purple (crimson) AI players were playing, and the others just sat there and waited for them to come. - The map is not suitable for such an exciting and cool game. - The map is probably ideal for a tournament of skeleton-slaying. Whoever has the most skeletons at the end of the game after killing all the enemies wins. - The map is beautiful, but it's not suitable for playing because: why is there so much water – so that the AI can just waste its turns there? Where is the "Extremely Hard" (XXL) difficulty? - It seems that a lot more needs to be refined, including the guards and monsters, which should be proportional to the troops. When a main hero is on turn 5, there should be at least 500 units in the stack, but there are only 50-100 monsters. - CONCLUSION: - A beautiful map with potential, but it's a raw map that still needs to be made and refined. [Added 17 minutes later] I'm attaching a save file now – take a look at the empty space in the underground level. You can expand America more: Canada, the USA, then Mexico and its other neighbors, then Brazil, Chile, Argentina, Peru, at least like that, stretch it out more, less water, or make something story-related on the islands. - Another drawback is the lack of quest assignments in the huts. - It's unclear what the purpose of this map is: a single-player game against the AI, where the AI should ideally move around using teleports, swim, not let itself be defeated, run around with a large army, but in the end, you just run and capture. - So, let's hope that an updated version of the map will be released in the near future for a more interesting game, and not just a map for getting 99-99-99-99 and everything else possible
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11 years ago
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Here, I'm attaching the save file for those who are interested.
Attachments 1
1 file attached • Total size: 749.9 KB
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11 years ago
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take a look at the dungeon: most of it is just empty space, what was the purpose of that?

and what are those clusters of cities?

where is the real XXL?

advice: author, look at other author-made maps, of sizes L and XL, made without such complications with XXL, there the layout of the maps and units is really well thought out, so it's interesting to play...
In reply to bolotnik
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11 years ago
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bolotnik
Take a look at the underground: most of it is just empty space. What was the purpose of that?

Actually, the first post in the thread says: Maps based on real territories.

Spreading out cities, increasing the size of Europe, America, etc., is no longer based on real territories.
bolotnik
And what are all these clusters of cities?

That's how bad people are; they built cities in clusters...
bolotnik
Advice: author, take a look at other author-made maps, of sizes L and XL, made without such complications with XXL. The map layout and unit composition are very well thought out there, so it's interesting to play...

For starters, try increasing the difficulty...
bolotnik
First:
How did you manage to create such a map?

On the page where you download the map, there is a link to an editor set with a modified editor.
bolotnik
And second: it will take a very long time to complete, so it makes more sense to play with flying, a portal to the city, and other nice features. Even with those, it will still take a very long time.

It depends on how you play... King difficulty... without portals, flying, or doors... the last day - 6-3-6

bolotnik
In general, for now, the map seems like a deadly perversion to me, although most author-made maps suffer from the fact that they accumulate 99-99-99-99 skills, all the best artifacts, and an army of at least 1k in each stack...

Well, not quite...


bolotnik
I don't know how it will go, but I can definitely say that there is a huge water space that is not filled with anything in particular...

That's true, but there's nothing to fill it with... in the new version for HotA, it should be more fun...
bolotnik
I'm still playing it, and I can only say that I haven't felt the balance yet, just a huge amount of meat...

What do you mean by balance? You, who have been playing Heroes for 15 years, and the AI, which hasn't learned anything in that time, are in equal conditions?
MontikM
Theoretically, you can create a map of enormous size, but as practice has shown, maps larger than 252x252 (XXL) glitch or in the editor and/or in the game itself.

I doubt it... I suspect that the map size is stored in an integer variable of 2 bytes... i.e., no more than 255...
bolotnik
- The AI is unrealistically stupid, I haven't seen such a dullard yet.

The AI that is actually playing: blue, green, purple; I am playing as brown (all magic is allowed, with an ally).
So, red just sat in the city, pink did the same...
***
The AI is a dullard, just unbelievably so; it either sat there and didn't break through the guards, or it was clueless and just jumped into portals, ran past cities that it could capture, etc.

Sometimes it glitches... why, I don't know, it definitely doesn't depend on the map settings...
bolotnik
Then there's a huge minus - cursed lands on the territory of cities, warriors rejoice, but mages suffer and experience pain... and somewhere there's magical land under the city...

It's unclear why and what for...

This is not a bug, it's a feature (c) it's supposed to be that way.
bolotnik
It seems to me that there is still a lot to be improved, including the guards and monsters, which should be commensurate with the troops. So, when a main hero is on the 5th month, there should already be at least 500 in the stack, but there are only 50-100 monsters...

Just wait until the 12th month... what else can I say...
One player wrote to me that he completely crushed the AI and completed the map in 100 turns, and you're talking about the 5th month...
bolotnik
So, let's hope that an improved version of the map will be released in some time for a more interesting game, and not just a map for getting 99-99-99-99 and everything possible.

You could try giving them a couple of starting heroes... maybe they'll at least run around with them... I don't know.
Yes, that's a problem, but it's not up to me...
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11 years ago
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Snake_B

For those who want to/can help with testing the map.
While playing, you need to check:
1. Whether there are any inaccessible buildings (that you cannot approach).

There is such a function in the editor: Shift V.

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