Author: Troll , 14-06-2025 08:26

Blue tent and DD - Another Story - Heroes 3 map

Hello! Vere beautiful and challenging map.
I could not find a way to blue tent and dimension door. any tips please? I will restart to play it once again
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Author: Ston3M4son , 14-06-2025 02:30

Equi 3.6 HD test - Rise of an Empire of Heroes 3.2 - Heroes 4 map

So i had a sudden idea to test it again in Equi but in the 3.60 HD version.
The map starts and runs in it to my biggest surprise, BUT i can not edit the map as it gives a Fatal Error and CTD.
Interestingly i can NOT edit the map anymore with the editor AFTER i removed 3.6 hd and put the backed up
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Author: sphinxx , 13-06-2025 19:38

:) - GELU and hota 2.0 - Heroes 3 map

there are plenty of possibilities.
fight against dendroidlord, fight against dace, visit whirlpool.
fight against dendroidlord, go through the desert, fight against lord nomad.
visit white two way sea portal near new dawn, fight against nomad.
visit black two way monolith near new dawn, use all
more...


Author: 32167 , 13-06-2025 17:47

:) - The Mysterious Island - Heroes 3 map

Dear players, I want to share my experience from the test run of this version of the map. For me, this was already the third attempt for different factions. Most likely my review will not be suitable for those players who are playing the map for the first time.
The first time I played I simply enjo
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Author: Papyjama (Toulouse, France), 13-06-2025 17:07

You're right blue is the most difficult - The Mysterious Island - Heroes 3 map

Thanks for your feedback — it's actually really interesting to hear from someone who didn’t play on "Impossible&quo t; difficulty for once!

You’re absolutely right about the disadvantage of the Blue player. In fact, someone who completed the map with all six factions on Impossible (yes,
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Author: Ben , 13-06-2025 17:00

What happend after gelu - GELU and hota 2.0 - Heroes 3 map

Can someone make a walkthought about this map? I beated Gelu fake but dont know how to continue more...


Author: Eira (Sweden), 13-06-2025 16:52

Some thoughts and observations - The Mysterious Island - Heroes 3 map

I actually *finished* the map playing as Cove on Rook difficulty. I often purposefully pick a lower difficulty because I really enjoy exploring, so I am not going to comment on the difficulty of the map.

However, my main observation was that Tower (blue) feels disadvantaged, especially compared
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Author: Papyjama (Toulouse, France), 13-06-2025 12:24

Update 1.2 is available - The Mysterious Island - Heroes 3 map

Hi Sulim81,

Just a heads-up — after hundreds of hours of improvements and testing by around ten experienced players, the new version of the map is now live ;)
more...


Author: milmil , 12-06-2025 23:40

3.1 - The Hunt, In All Its Glory - Heroes 5 map

sprobowalem na innym komputerze na wersji 3.1 bez 5.5. i wywala mnie na loading screenie przy kazdym odpalaniu save'a :( moze to wielkosc mapy more...


Author: Papyjama (Toulouse, France), 12-06-2025 23:15

Update v1.2 published - The Mysterious Island - Heroes 3 map

Hi Aleksander,

Here I am a few months later... the map has changed quite a bit since its first release. Feel free to dive back in if you're up for the adventure!
more...


Author: Papyjama (Toulouse, France), 12-06-2025 23:12

Update v1.2 published - The Mysterious Island - Heroes 3 map

Hi!

Thanks a lot for your message — glad to hear you’re missing my map! I’ve just updated it (and there are quite a few improvements) ;)
more...


Author: Papyjama (Toulouse, France), 12-06-2025 23:10

Update v1.2 published - The Mysterious Island - Heroes 3 map

Hi BakaWoody, the new version is available ;) more...


Author: Papyjama (Toulouse, France), 12-06-2025 23:07

- MAJOR UPDATE 1.2 - - The Mysterious Island - Heroes 3 map

Three months ago, I released the result of 5 years of work:
This giant custom map for Heroes III: Horn of the Abyss, inspired by Jules Verne’s novel: "The Mysterious Island" — but with my own twist ;)
After thousands of downloads and tons of helpful feedback (thanks for that again), I’m
more...


Author: MasteR , 12-06-2025 23:01

M5 - The Evil is rising - Heroes 5 map

Hi. You still have a chance to win the map, but it will be more difficult. To clear the passage you need the dark star, to obtain the dark star you need to fulfil the chain of side quests. more...


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Heroes 5 - Development Letter #2 - Handling A Beta Test

It seemed quite obvious that we had to include the fans into the development process in some manner. I don’t think anyone can be considered as being the ultimate expert on Heroes questions, but having a few dozens or hundred people sending you ideas or feedback helps getting everything into shape.
The risk however, is to get overrun by the feedback, or to give in to all demands. Most of them are contradictory, and quite a part would be conflicting with other decisions or would alter the direction we are giving to Heroes 5. So it is a huge work to integrate these multiple opinions together and mash something out of that. Simply keeping track of the feedback during the closed beta test was a headache – but most communities have helped getting summaries out.

A disadvantage of making beta tests is the amount of work required to prepare versions and update them in a timely manner. It can disrupt the production process for a long time, and either you get late delivering beta updates, or you get late actually making the rest of the game, and most often you get late in both respects !

Finally, a disadvantage I see now is that, at some point, this has to end. Beta testers, who were frustrated at the start because of the amount of bugs, and also because the changes were not necessarily going to their liking, become frustrated again as they feel they need to be a part of it even longer, until the game is perfect or close to it. But as we enter a polish phase, treating a flow of feedback becomes less interesting and more dangerous : you need to nail down decisions on design points, and constant rediscussions only lead to delay. A game can only be as perfect as production allows.

On the other hand, running a beta test is an exhilirating experience ! You get in touch with hundreds of fans from all over the world, you get lengthy debates, historical summaries, polls, etc, all over your head. It is also a challenge to keep the exchanges running, and to keep the development in check with the requests.

Preparing and selecting people is interesting in itself. With the registration form we have put up, a very precise image of the typical Heroes fan was laid out, thanks to the 15.000 registrants. The average age of the registrants, for instance, was logically quite high, above 24 years old. A large (and untended) community was `discovered` in Israel. The hardcore aspect of the russian fans was proven. The vast fields of casual strategy players in the US, whom we need to get to try Heroes, was underlined. We could also sort out which were the influential communities :) Then you have to organize the work in advance with communities and internal testers. We had to make out with the constraints and tools we had, in terms of forums, bug reports, etc. The number of spoken languages was a challenge in itself. Each community created language-specific topics to harvest the feedbacks. The update of activation keys had to be taken care of : we added one month of closed beta testing, and thus needed to distribute new keys around. We just ran into a similar problem with the open beta : too many players downloaded the version when compared to our plans :)

In the end, running a beta test is about getting feedback, and we had a truckload in this respect. Even by weeding out the duplicates and the unrealistic suggestions, we had a lot more than a thousand items in the list to browse, in just three months. I think around a large third of this has been integrated, although not quickly enough for the beta testers to actually see their ideas in the game.

Besides suggestions, getting the general feeling on the game was needed. At the time (september) we had been working on the thing for almost two years, and we started to have a blurred vision of the priorities. The E3 and Leipzig shows garnered very positive feedbacks, and all journalists were already enthusiastic, but we needed to get players` opinion. This was also made possible by the discussions on the forums with the fans, and with the communities. Being able to get an opinion prior to release is invaluable.

Finally, running an open beta test after a closed one is about reaching out to more people. You present the game – in its current state, it was not a demo and wasn’t polished – to a vast public besides the first fans of the closed test. I think this challenge was very correctly met, even with the downfalls of the version itself ;)
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