Author: MasteR , 14-05-2025 15:51

About the Tear - The Evil is rising - Heroes 5 map

Hi. The Tear is in the area, indicated on the screenshot. It's good to dig it by an additional hero and deliver to the main hero, while another additional hero is attracting attention of the elven scout. Usually there are no problems for Segref with the abandoned mines' guards. I hope, you more...


Author: Edgars (Latvia), 14-05-2025 13:33

Mission 1 - The Evil is rising - Heroes 5 map

Im stuck in mission 1.

Cannot finf tear of Asha. Completed all quests except the 3 abandoned mines, cause the guards are so absurdly strong.

Puzzle map fragment suggests its around a peasant village, but i cant figure out which. Maybe its in the last dark spot on the top of the map. Looks lik
more...


Author: Сергей , 14-05-2025 11:50

Вопрос к Сириусу - Пламенные Богатства - Heroes 3 map

Это не баг то на втором месяце из порталов вылезают запертые до этого героя со статами 45 и имбовыми армиями? more...


Author: sergey , 13-05-2025 22:06

вопрос - Пламенные Богатства - Heroes 3 map

Приветству ю. прохожу карту пламенные богатства за причал. Не пойу по какой логике в какой то момент из телепортов вылезают имбовые герои за красных. Они вылезали в одном варианте на 4 месяце, один раз на 6, а один раз аж на 2 месяце. И что с ними делать? Может это баг? more...


Author: Gyro (Tbilisi, Georgia), 13-05-2025 18:37

Gyro - GELU and hota 2.0 - Heroes 3 map

The same issue I get. Could it be fixed? more...


Author: Tank , 13-05-2025 06:09

Will you please to new update? - Another Story - Heroes 3 map

My dear, very happy to play this map , it is hard and exciting.For 1.7.2,do you have plans to any new updates?I have some ideas to share.1 Green Brown and Blue heroes will all die if players take them towns after 7 days , they only have two towns, it is easy to do this. 2 Azures you added to compute more...


Author: Garri , 12-05-2025 20:30

Excellent map - Afarium - Heroes 3 map

Excellent map, and not so easy, at first boring, but then it went with interest, finished in a week. Thanks to the author for such an unusual and complex work. more...


Author: MasteR , 12-05-2025 19:46

About the wolves - The Evil is rising - Heroes 5 map

Hi. No, they aren't far away, there are hidden in the forest, just move down from the hut to the 'lower border' of the map, press and hold Alt (it helps a lot to find interactive objects), and you will see them. more...


Author: Thomas Aquinas (Russia), 12-05-2025 19:17

version 3.2 - Rise of an Empire of Heroes 3.1 - Heroes 4 map

Great, my friend Ston3M4son! I'm glad you agreed. Soon the world will see an updated version of the map. Don't worry about your text, I'll be careful. Of course, I'll write why the map didn't work in Equilibris 3.55 and 3.60, you'll find out everything. Just wait a litt more...


Author: Darko , 12-05-2025 19:11

The best map ever created - The Devil Is In The Detail - Heroes 3 map

This is hands down the best map I have played and it simply baffles the mind how much effort, time and thinking and testing has been involved in its creation. This map alone is worth more than many campaigns. Hats down for the creator: great job! more...


Author: Desert , 12-05-2025 17:06

Thanks for the info - The Evil is rising - Heroes 5 map

ok then one issue:
There is a quest from a farmer in mission 1 who orders you to kill some wolves "nearby". I don't know if a script should have added them or if there are some anywhere... i haven't found them though. Are they far away?
more...


Author: banbooo , 12-05-2025 16:47

question - GELU and hota 2.0 - Heroes 3 map

Is it a deliberate design or a bug that the ship built in this dock cannot be boarded? more...


Author: Jasper (Australia), 12-05-2025 11:33

Couldn't find Seths Lich in the prisons - The Eye of Osiris - Heroes 4 map

You're right! I checked all prisons and couldn't find Seths Lich. I have another saved file 2 month before I defeat Seths Lich. I'll load that one and continue the progress again. Thank you so much! more...


Author: MasteR , 12-05-2025 07:24

About Segref in the database - The Evil is rising - Heroes 5 map

Hi. All the visual changes of dark elves heroes will stay in the database until you remove the campaign, but I can't do the mode you have mentioned because the part of Segref's specialization is managed by combat script, it won't work on other maps.
However, all three campaigns have
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

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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: First Blood | Неосознанный Мир | Island of Departure | Grandera


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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