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HotA with VCMI outdated - The Mysterious Island - Heroes 3 map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