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HotA with VCMI outdated - The Mysterious Island - Heroes 3 map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 - Olivier Ledoit Q&A

  1. How were you brought to work on the Might&Magic universe?

    Erwan got in touch with me in the first place. He was looking for a drawer who could give Might&Magic a strong visual identity. The universes I picture in my graphic novels are dark, warlike and violent. This was exactly the direction that Erwan wanted the Might&Magic world to take.



  2. In your opinion, what are the most interesting parts of this universe? How will that translate in the design?
    For me the very interest of each fantasy universe lies in the fact that it allows to feel different places, other eras, and to escape… I think it is something very usual; you always need a place where you can escape from the real world constraints. Some people go to watch football matches, others will ready fantasy novels. In the past sci-fi was the lead universe, today it’s heroic fantasy. But in the end all these genders use the same codes; the story is often like a good old western. The need to escape remains the same, it only varies in manners.



  3. Could you describe the process of creating a new design?

    I always start by picturing the different factions, how they are related to each other, what differentiate them etc… Then for each side I come up with some basic shapes and silhouettes that remind of places, eras etc… So I give graphical codes to each one of them. Then I use this basis to create all the characters and places. On Might&Magic, one constraint was to look different from the usual fantasy universe. Factions like the undeads or the elves have very strong and established visual codes and Ubisoft wanted to move away from this single vision. This is why the elves in Might&Magic do not only refer to a Celtic imagery but also to American Indians. The Dark elves on the other hand will remind you of the Italian Renaissance.

  4. What are your inspirations?

    I am still deeply influenced by my early readings, with artists like Giger for instance. I also base my inspiration on existing elements a lot. I really think that if you wish to create something original and long-lasting, you have to base yourself on existing and historical grounds. That’s the kind of things that will speak to everyone and are unlikely to become old-fashioned. For instance in the last volume of my current series, Requiem, some building I drew are directly inspired from some churches of my region. When I need to draw an armor, the first thing I will do is to search my 13th century weapons encyclopedia, in order to build on cohesive grounds. On top of that like every drawer I always keep a close eye on what other artists are doing. Their work is always an important source of inspiration.



  5. What particular interest do you find in working on a video game? How much is it different from your usual work? For me the most interesting things in videogames is the fact that they allow us to animate the universes that are created. It is very impressive to be able to walk in a man-made universe, just like if you were part of it. I already worked with videogame industry in the past, but it was more difficult to see a direct link between what I had created and what was displayed on the screen… For Might&Magic, I took care to create characters where you could remove some details without breaking the general silhouette. Even if most of them cannot be translated as such in a videogame right now, we hope that this will be possible in the future.

  6. You became famous in the first place for your work on the Dark Moon Chronicles, which is also set in a heroic fantasy universe. How does it felt to work on that kind of universe again?

    It was a bit like returning to the past. I really felt at home in this universe. Fantasy is a gender I am very familiar with, I know how to handle it even if this time the approach was a bit different. In graphic novels the characters are simpler, because you know that you will have to draw them hundreds of times from many different angles; My work on Might&Magic was more about designing characters, which allowed me to bring more details in the final drawing. Since my work on the Dark Moon Chronicles, I have worked on many other projects that allowed me to broaden the palette of characters I could draw. This helped me a lot for this work given the amount and variety of what had to be created. I think my work on Requiem also influenced my designs as they are darker, with more skulls… ?



  7. Anything else you would like to add?

    I would say that my work with Ubisoft on the Might & Magic universe was my best experience with video games so far. I had a lot of freedom in creating my designs, based on the vision Erwan and his team had of the universe. It was really a great experience.
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