Author: Платон мне друг (Latvia), 25-04-2024 13:16

TWO STEPS FROM HELL - Element Land - Heroes 3 map

Bravo for creator. One of the best map ever. I was using 3 lines of savings for 3-5 steps ahead. Exploration, economy, speed, hits, runs, traps... how to stop strong enemy in front of your town and using hit and run for removing his mana or reducing his hordes. One more time BRAVO! more...


Author: Kir (Russia), 25-04-2024 12:47

map - Искатели Хранилища (Vault Hunters) - Heroes 3 map

Идея интересная, однако игровой процесс заморочный. Я легко разбил наземных противников, но задолбался надоело копить войска для пробивки огромных армий нейтралов. Городов и жилищ не так много для этого. Дипломатии нет, Воскрешения нет и т.п. more...


Author: Платон мне друг (Latvia), 25-04-2024 12:37

Map editor is mandatory against crazy creator - Fawn's Labyrinth - Heroes 3 map

After seventh month very easy to lose idea what is the main direction... neverending walking???... and backvocal... in your head... in your head..ad ad ad... ZOMBIES ZOMBIES ZOMBIES...E E E more...


Author: Платон мне друг (Latvia), 25-04-2024 12:24

I LIKE TO MOVE IT MOVE IT...YOU LIKE TO??? - Fawn's Labyrinth - Heroes 3 map

Stupid crazy walking map.Finished after 12 months. A few battles with enemies and 99 percents with static hordes. AI boosted - i had more cities and permanent forces collecting, but in tavern shows that opps had stronger army sitting on their territories. Taken popular film name Fawn's Labyrin more...


Author: Платон мне друг (Latvia), 25-04-2024 12:06

WHAT TO DO IF YOU ARE LAZY??? - The water is important - Heroes 3 map

Just take random map and make small edit. Humans started with Adel and Dragon. On second step Luna start collecting resources on ally land. Finished on 3m3w4d. Very very bad creation. more...


Author: Платон мне друг (Latvia), 25-04-2024 10:40

WALK MF,,,WALK - Prisoners of War - Heroes 3 map

Played with humans.Diplomacy doesnt work.On 6th month all enemies died except blue one.Bring Graal to open map. To pass the gates around the middle lake you need 30th level.Spend two more month with 4 main heroes to destroy last one. Made a connection chain for collecting strong units and kill last more...


Author: Mango (Vietnam), 25-04-2024 08:37

Agreed - Leon's Redemption - Heroes 3 map

Same, punishing in not a fun way. Like first couple of days, should have warn me in the begining (before the fight) that i need to save 15 magic point in the first Wizardino to execute later fights, not like after i done almost 10 long kitting fight and then told me that i should have save magic poi more...


Author: Mattias (Sweden), 24-04-2024 22:29

Conquest of Heaven and Hell - Conquest of Heaven and Hell - Heroes 3 map

Thank you for creating such a fun and frustrating adventure! Best map i have ever played and i have been playing HOMM3 since its release.

to bad it was impossible for me to find the other hats needed for the quests :(

i will now try you other maps :)

best regards
Mattias
more...


Author: Костя (Россия), 24-04-2024 15:55

тетива из гривы единорога - Empire of the World 3 - Heroes 3 map

Здравствуйте. Я не могу найти тетиву из гривы единорога нигде. Я не могу понять, что упустил из виду more...


Author: Andor (UK), 24-04-2024 14:26

Advice - To conquer the world - Heroes 3 map

Have you guys played WoG before?

It includes an editing app inside the game and you can ban any spells you want and more.

You just need to add it to your current HOMM game.

Also if there is something you don't like about a map, if it's not too scripted, you can easily modify it f
more...


Author: Платон мне друг (Latvia), 23-04-2024 21:13

Задумка хорошая... реализация подкачала - Defence of Interest - Защита интересов - Heroes 3 map

На четвёртом месяце всех нагнул, а вкусных мест осталось с лихвой. Спасибо за создание. more...


Author: Платон мне друг (Latvia), 23-04-2024 13:26

Navigation, logistic, earth and one scholar. And ECONOMY, ECONOMY, ECONOMY. - Sail Into The Black - Heroes 3 map

3 navigators, but spend a lot of time for new castles. Possible to finish early. Sail and explore, be careful - a lot of traps. All connected with water-i mean enemies cities. more...


Author: Платон мне друг (Latvia), 23-04-2024 13:18

DIPLOMACY DOESNT WORK - Sail Into The Black - Heroes 3 map

Thx for good work,finished on 3m3w1d.Elfs forever, started with Enova. First step 3mines including gold, 2 heroes with expert money and 2 navigators onboard. One collecting, second Voy took inferno castle on 7th day with 50 centaurs. In the end had 5 heroes with TP and ressurection. more...


Author: Ja Rite (United States), 23-04-2024 01:26

Nice Map - To conquer the world - Heroes 3 map

Well done map, lots of detail, agree with other poster no reason to have tents if you have FLY/DD.

I'd recommend a version with some banned spells (or gettable later so it's easier to clean up at the end). Also buff up computer players, otherwise fun map.

Thanks for the upload!
more...


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Heroes3 - Your opinions about Claw (Easy) - map rating = 0 Likes

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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: Conquest! | Avalon | Attitude | Златосердие


NO opinions

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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