Author: Voici la traduction en anglais :Papyjama (Toulouse, France), 28-06-2025 08:52

HotA with VCMI outdated - The Mysterious Island - Heroes 3 map

Hi!

Thanks a lot for trying to play the map — I’m really sorry it’s not working.

From what I understand, there’s a big gap between the version of HotA emulated through VCMI and the “real” official HotA.

To work properly, the map requires Horn of the Abyss version 1.7.2 or 1.7.3.

As far a
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Author: Johan (Gårdsten, Sweden), 28-06-2025 08:42

Invalid map - The Mysterious Island - Heroes 3 map

Hi! I downloaded your map to try it out and relive good old days with HoMMIII :)

Unfortunately, I cant open the map for some reason, it states invalid map format when I try to open it in the map editor, and it doesnt show up in game ;/

I'm on mac, bought the game, several times, but now u
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Author: Wingman27 , 28-06-2025 05:01

- - Kingdom Siege - The Reckoning! - Heroes 3 map

Hey.

Monster morale is part of the challenge to get Corkes and Mullich free.

If I remember correctly you can defeat the Titans with 7 Nix warriors or more. Possibly even 6.

I hope you enjoy the map, it’s very difficult. I slightly reduced the difficulty in my editor but I haven’t uploade
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Author: Olexandr (Germany), 27-06-2025 23:43

Needs rebalancing - Dragon's Orb 2 - Heroes 3 map

Just in 2 months, The Cloak, DD & Fly.
And Isra as the cherry on top (50%+ Netro). GG.

Other than that, having 2 Teams only makes very limited room for heroes leveling.
more...


Author: Papyjama (Toulouse, France), 27-06-2025 18:48

My project started in... 1998 - The Mysterious Island - Heroes 3 map

A bit of history behind my map...

As a kid, I was fascinated by Jules Verne’s The Mysterious Island.

When I discovered Heroes II back in 1998, I immediately dreamed of turning that island into a playable map. I even drew a rough sketch at the time — but with the limitations of the XL map size,
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Author: Papyjama (Toulouse, France), 27-06-2025 17:49

Un immense merci à toi, Dr. Picso. - The Mysterious Island - Heroes 3 map

Ton retour me touche profondément — tu as parfaitement saisi l’intention derrière The Mysterious Island. Oui, cette map a grandi avec moi depuis 1998, et la voir aujourd’hui prendre vie entre les mains de joueurs passionnés, c’est un rêve d’enfant qui se réalise.

Merci aussi pour ce rappel histor
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Author: Papyjama (Toulouse, France), 27-06-2025 17:44

Thank you so much, ZePicso - The Mysterious Island - Heroes 3 map

Your words truly mean a lot.
Creating The Mysterious Island was a labor of love, and knowing that it resonates with players like you — especially when shared live with the community — is the best reward I could hope for.

I’m especially glad you picked up on the little secrets, the branching path
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Author: Olexandr (Germany), 27-06-2025 15:13

Stolen candy from a baby - The Sin of the Father - Heroes 3 map

100% agree with the point "It's always a pleasure to find a big map".

But it is definitely not "Difficulty : Impossible" - easy-peasy - every spell, including DD/Fly/WW/TP/Berserk are allowed, as well as all possible artifacts.

It is kind of "HMM3 slasher" -
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Author: Dr. Picso (Montpellier), 27-06-2025 13:50

The Mysterious Island - Un voyage épique inoubliable... - The Mysterious Island - Heroes 3 map

Un joyau de map pour notre jeu préféré...

Une map pensée depuis 1998, esquissée à l’enfance, réalisée aujourd’hui avec une maîtrise bluffante. The Mysterious Island n’est pas juste bien faite — elle est intelligente, riche, pleine de secrets et taillée pour les joueurs les plus aguerris du jeu.
more...


Author: Picso (France), 27-06-2025 12:50

- Heroes 3 map

The Mysterious Island isn’t just a Heroes III map — it’s a real adventure. A carefully crafted piece of design that feels more like a custom campaign than a standalone scenario.

I’m currently playing it live with the Heroes community, and every session brings its share of surprises, strategic cho
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Author: Papyjama (Toulouse, France), 27-06-2025 12:30

Thank you so much for your detailed and thoughtful feedback across your 3 runs! - The Mysterious Isl - Heroes 3 map

Your insights are incredibly valuable, and it’s thanks to dedicated players like you that projects like this can be refined and improved over time.

I truly appreciate the time and effort you’ve invested in exploring the map so thoroughly — from enjoying the lore to pushing for a speedrun. Your ex
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Author: Alexandr Overchuk , 27-06-2025 11:01

It will be fixed - The Sin of the Father - Heroes 3 map

Ok, i will fix it all soon more...


Author: Alex (Moscow), 27-06-2025 10:57

some mistakes - The Sin of the Father - Heroes 3 map

It's always plesure to find a big map.
Please check the mistakes - at least 6 seer huts without quests, some objects are not accessible. . I understand that some may fill the landscape, but I would like to have confidence that the necessary objects will be accessible.
3 subterranean gates on
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Author: Technocrat , 27-06-2025 01:16

don't engage with bots early on - Might and Magic - Heroes 3 map

Just ignore bots early on, follow the advice messages from events, strenghten your army take 4th town and collect artifacts around various zones. more...


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Heroes3 - Your opinions about Claw (Easy) - map rating = 1 Likes

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Download map Claw (Easy) - heroes 3 maps

   Download map -> Claw (Easy)

Heroes 3: Horn of the Abyss

The Griffons will protect you until you are ready to make your move.

This is a throwback map from Heroes of Might and Magic 1, recreated block by block, with some modifications made to make it as authentic an experience as possible. For a list of the changes made, check the ReadMe file.

Added: 25-11-2017


Heroes 3 maps: The Great Escape | Traders | Westeros & West Essos | The Kingdoms of Varland


Author: Wadmooddeer (Phoenix, United States), 07-12-2024 20:38 Like
Keep up remaking the remaining Heroes 1 maps for HotA - Claw (Easy)
Heroes of Might and Magic I maps not yet remade for Heroes of Might and Magic III:

Arabian Nights
Around the Bay
Atlantis
Badlands
Bayou
Civil War
Close QUarters
Crossroads
Desert Isle
Dragon Pass
Empires At War
Fire Island
Four Nations
Ghost Town
GringoLand
Hail Britannia
Hermit's Isle
Jolly Roger
Knight's Quest
Land Bridge
New World
Pathways
Rivers End
Shangri-La
Squirrel Lake
Safe Corners?
Sea Breeze
The Arena
The Jester
The Sound
Town Haul
Two if by Sea

Hope you can remake the remaining maps for Horn of the Abyss very soon.


Claw (Easy) walkthrough

Claw (Easy) - Heroes of Might and Magic III Remake

Foreword:

So, uh, hi!
I made this because I was bored at work. That's pretty much it.
That plus I was a little nostalgic, because when I was a kid, Claw
was about the only map on Heroes 1 that I would play. I thought it
would be fun to fiddle around and re-create it in Heroes III, just
to see if I could.

I started out just to make the actual map layout, and then I thought
it would be fun to mess around and make it as close to the HoMM1
experience as I could. I didn't go all-out and go into editing
creatures or whatever, because I am not that talented, but I did
make some alterations that I have detailed below.

The result, when I tested it, actually came relatively close to the
classic experience. The map is ludicrously easy (as implied by the
title) but I figure if you're playing it, you probably aren't after
the challenge as much as the novelty/nostalgia.

Anyway, feel free to read up below on what I did, or just go ahead
and enjoy.


Requirements:

Heroes of Might and Magic III with Horn of the Abyss.


The Map Itself:

I tried to make the terrain/passability as loyal to the original
map as I could. I had to fudge one or two things (the size of the
Sawmill in HoMM3 compared to HoMM1 was a real pain in the patookus
here), but for the most part, everything is in the right place,
down to the square of the grid.

This map always felt so much bigger when I was playing it as a kid,
but gosh darn, Claw is a tiny map.

I also found that it feels much more enclosed than a typical HoMM3
map would; like I said, I went block-by-block, which meant I didn't
up the spacing between objects to account for some slightly larger
map objects (in most cases, anyway).



Gameplay Tweaks:

1) Factions

You'll notice when you go into the game setup that you can only
choose from Castle, Rampart, Dungeon or Stronghold - just like in
HoMM1, you'd have access to Knight, Barbarian, Sorceress or Warlock.

Most of the choices were pretty obvious, but I debated for a while
on whether I would go with Conflux or Rampart for the Sorceress
castle. I ended up going with Rampart because it felt closer to the
feel of the Sorceress castle. Not as many fairies, but still magical
and foresty.

The computer players will always start with the same kinds of castles
that they did in the original Claw map: Dungeon/Warlock in the upper
left, Stronghold/Barbarian in the upper middle, and Rampart/Sorceress
in the upper right. The town in the middle will always be a Castle/
Knight town.

When I was testing, I liked to pick Random because you didn't
originally get the chance to choose in HoMM1.


2) Towns and Castles

I disabled several of the build options inside towns and I also had
some buildings automatically created. I'll go through what I went
with:

a. Town Hall

Since in HoMM1 your castle earns you 1,000 gold, I decided that each
of the towns on the map would start with a Town Hall. I disabled
anything higher up than that (mostly because the map is already
obnoxiously easy, as well as for reasons of authenticity).

b. Castle

You (and the computers) start with a Citadel, and Castle is disabled.
The intent here was to balance the lack of a Well, and the one arrow
turret you get when defending against a siege. The moat... well,
little to do about the moat.

c. Creature Dwellings

I left the actual creature dwellings alone but I disabled the upgrades,
partly for the sake of that Heroes 1 feel, but partly because upgrading
in this map leaves it truly broken.

d. Misc. Structures

Because of certain requirements for certain dwellings in certain towns,
I left certain structures (like the Blacksmith, for example) enabled.
This is also why the player can build a Ballista Yard as a Barbarian;
disabling that on a random castle also disables the Stables, which the
Knight needs in order to make Cavaliers. Meh.

e. Mage Guild

I allowed for all five levels of the Mage Guild to be built wherever they
normally could, because the spells I left in the map (see the Spells
section below) go up to Level 5.

f. Grail

Obviously enabled, because the Grail can be found on the map (totally
random, not manually placed). I imagine this would utterly break the
map if it were built though, and I think the map goes fast enough that
you wouldn't really have time to put it up anyway.


3) Heroes

I had some fun with the heroes. I am not going to detail all the changes
I made here - because the heck with that, I'm already doing too much
work just typing out this ReadMe.

In brief, though, I disabled all the heroes besides the Knights, Bar-
barians, Druids (Sorceresses), and Warlocks. I found portraits that were,
eh, close enough, and renamed them to the original HoMM1 cast of
characters. Kept the same ones where applicable (e.g. Sandro, Yog, Haart,
Crag Hack, Gem, Luna).

I adjusted the primary skills of each hero type to match their original
stats in HoMM1 - which really only meant a change for the Barbarians and
the Druids/Sorceresses.

I also limited the available secondary skills on the map to include only
those that were natural talents of heroes in HoMM1: Leadership, Pathfinding,
Navigation (hah, won't be using THAT one here) and Scouting. I also included
Wisdom, for the sake of magic larnin', and Ballistics, because there's no
Ballista artifact in HoMM3.

I didn't take into account any hero specialties, so there might be a few
odd balancing acts in there.


4) Wandering Armies

The first thing is that none of the wandering armies will join you ever, and
the second is that none of them run away, either. They didn't in HoMM1 and
they won't here either!

I picked the creatures based on a random game I started in HoMM1 - pretty much
as close to random as I wanted to go.


5) Artifacts

I disabled a lot of the artifacts, and the ones I left in, I left in to emulate
the ones that would have been available in the original HoMM - between +1 to +4
Attack/Defense/Spell Power/Knowledge, +1 Morale or Luck (there was no substitute
for the Fizbin of Misfortune, so I threw in the Spirit of Oppression), increased
mobility, and so on.

As I said earlier, I left the Ballistics skill in to compensate for the Ballista.

Also, just like in HoMM1, a pack of 50 Rogues jumps out to protect the artifact
nearest your town. That said, Rogues are definitely tougher in HoMM3 than in
HoMM1, so... good luck!


6) Map Objects

I was able to keep most of the map objects the same, such as mines and pickups
and so forth, but there were a couple of things that needed switching around:

a. Gazebo - swapped it out for a Learning Stone; same function.

b. Graveyard - swapped it out for a HotA Churchyard.

c. Magic Shrines - put Level 1 shrines in the grassy area and Level 2 ones near
the neutral Knight town.

d. Adventure Caves - Since those don't exist in HoMM3, I swapped them out for
Cyclops Stockpiles.

e. Shipwrecks - now, I could be wrong about this, but I *think* the ones I put
in are accessible by land. I haven't tested it, so let me know if I was wrong.


7) AI Behaviour

I set two of the AI players on "Adventurer" and one on "Warrior" and in my
brief testing I found them to move about as quickly as they usually did in
HoMM1. That said, I don't work with the HoMM3 editor much and I'm not all too
familiar with AI behaviour, so let me know if there's a better way to go
about it.



That should about cover the most important bits, not that any of it really
desperately needed to be said anyway. Hope you enjoy!

--BitiumRibbon

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