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HotA with VCMI outdated - The Mysterious Island - Heroes 3 map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.
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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.
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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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Heroes 5 - Development Letter #3: The Battlefield

The battlefield is the real heart of the game, the place where all the development and recruitment strategies are put to the test, and also the place where you can spend half of the gaming time or more. So this is an area of the design where a lot of effort has been made.
We have started making tests on this subject around February 2004, which is already more than two years ago. At that time the question was about what system we would be aiming for, how it would be shown, how cameras would benefit from the 3D action, and how the interface would bring in additional gameplay or serve the action. The underlying question was about the size of the arena.

We studied the previous games and a worrying tendency was established : the ratio of creature size to the whole combat screen was declining very rapidly with each new version. If we kept such a tendency the average creature would not be more than a speck on the screen in Heroes 5. This is something that you can accept when you have a realtime game with hundreds or thousands of creatures displayed, but not when there are about a dozen. Plus, we wanted to have multiple sizes for creatures, and that would increase this problem again, with the smaller creatures (like the imps) being only a fraction of the others.

Besides this visual question, there was also the major objective of increasing the tactics during a fight. The designers at Nival were planning to give each creature a special attack pattern, like a breath area, or a shooting line. This idea would increase the need to search for specific situations where the position of enemy units would be used against them through a death blow. But for this idea to work, the size would need to be kept under control, to force tighter hand-to-hand brawls and decision-making. This need was from the start in line with the visual issue mentioned above.

Finally, a core objective on Heroes 5 was from the start to get a faster gameplay. As the battle screen is a place where you can spend most of the playing time, it is also a place to try to gain some time, by reaching conclusions faster. Most of the early fights are usually one-sided, hence the idea to create a smaller battlefield specifically for the first part of the game.

This is how the research on variable battlefield started. We would have a small battlefield, of 6 by 8, when the army was composed of four stacks of creatures or less, and the battle would switch to a larger one, 12 by 14 for larger armies. The early fights would be done much faster this way. The siege battles would in any case happen on a larger version of the battlefield. It seemed ok during implementation and the first internal tests. However the larger battlefield fights seemed a bit too long though, with less interest, as the tactical element was much more difficult to trigger. There were much less occasions when the creatures placement would enable a special move to become interesting.

Another problem appeared thanks to the beta test : the balancing was turning into a headache with multiple sizes for the battlefield. It is not only about giving more movement points to each creature, but also balancing area effect spells, shooter and caster capacities, plus all the side effects on attack, defense values or hit points. It appeared to be too complex to try to balance close to 100 creatures efficiently.

So we decided around November last year to come back to a single size between the small and the large one, a medium 8 by 10 size. This would allow quick fights with good opportunities of tactical effects, and was also within range of the visual limits we wanted to keep to benefit from the animations and effects.

The objective was also to limit the strategy of creature splitting, where you basically end up with only one type of creature on the field, presented in several stacks. The gameplay in Heroes 5 is built around the need to use all creatures from one’s faction. Low-level creatures are still interesting in the late game, and high-level creatures are very costly. So a small or medium sized battlefield is more interesting for a mixed lineup.

We also integrated the ‘tactics’ phase for all heroes, so you can place your troops the way you want at the start of any battle. This allows you to adapt to the obstacles on the battlefield, as well as adapting to your foe. It also avoids a very initial phase of battles where you would have to move your troops in the configuration you want.

However during the final stages of the beta test where this medium battlefield was provided to the testers, the almost unanimous feedback was that this was too small, and that the fights could quickly become cramped. A bit more freedom was needed, increasing width and height by one or more cell.

After quite a bit of discussions around the christmas period and january, we decided to increase the size to 10 by 12. This size globally retains most of the advantages of the former one, while allowing more movement possibilities.

All in all this issue strikes right into the fine balancing between conflicting gameplay objectives, and nailing down bit by bit how the game will look like in the end. It also underlines very clearly the utmost importance of players feedback !
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