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Heroes of Might and Magic IV (Standard)
• 22 maps listed •
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After the Flood
version 1.1
(uploaded 07.06.03)
Size:
M (no underground)
Max. Players:
2
Description:
A massive flood has devastated the Duchy of Fenmoor. The capital city is nearly submerged in a swamp, its fields wiped out, and its people starving. Terrible food riots have caused the Duke to flee in fear for his life, and anarchy grips the land. Who has the will and the courage to restore order to the ravaged Duchy of Fenmoor?
Author's Notes:
This is a slightly-open map designed specifically for tournament play. It features a few pseudo-randomized adventure objects, some player-specific quest huts, and beautiful terrain (especially the coastline). The swamp barrier between the two players' home territories provides enough of a buffer to prevent quick kills while not eliminating the value of stealth. There are also a few humorous touches.
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Agathon
version 1.0
(uploaded 03.28.03)
Size:
M (with underground)
Max. Players:
2
Description:
The volcano, Agathon, dominates your tropical island home and
separates you from your enemy, but no barrier can protect you
from the deadly conflict that will soon erupt.
Author's Notes:
Agathon is a closed map designed specifically for tournament
play that features a small but significant underground area where
early-game player-to-player interaction can occur. This map is
fairly simple in design and allows for relatively fast games.
The map's landscape detail is some of the best ever produced by
this mapmaker.
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• New! •
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Bankruptcy
version 1.2
(uploaded 06.18.05)
Size:
M (with underground)
Max. Players:
2
Description:
You borrowed a million gold from the Bank of Aziril. Now that you've blown most
of the money on bad investments, the bank is demanding immediate repayment ...
or else.
Author's Notes:
"Bankruptcy" is a fast-paced, randomized-layout Heroes IV map. In version 1.2,
24 possible layouts (called "variants") are included, and more may be added
later. You have only 30 days to build your army. Gates into enemy territory
open on day 31 (day 3, month 2).
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Battle for the Pine Barrens
version 1.0
(uploaded 01.15.03)
Size:
L (no underground)
Max. Players:
3
Description:
Between two river valleys lies a rocky plateau known as the pine barrens.
Because of its inhospitable terrain, no kingdom has yet managed to conquer
this region, but all that is about to change. Three heroes are determined
to subdue the pine barrens and the fiercely independent towns within it.
All three will try, but only one will succeed.
Author's Notes:
This map is a classic, wide-open, rush-the-middle free-for-all. My only large
map, to date, "Battle for the Pine Barrens," works well for both single-player
and hotseat games. It is not recommended for online play, however,
because it makes for a very long game. The victory conditions require
the winner to capture all six neutral towns in the region known as the "Pine
Barrens" and then hold them.
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Bizarro
version 1.4
(uploaded 11.18.04)
Size:
M (no underground)
Max. Players:
2
Description:
You and your opponent are eager to fight, but Lord Bizarro has declared 44
days of peace, after which he will open a portal between your territories.
Thereafter he may open others, as suits his fancy. He is, after all, as
bizarre and unpredictable as the land he rules.
Author's Notes:
"Bizarro" is a first-of-its-kind, randomized-layout Heroes IV map.
In this version, 25 possible layouts are included, and more may be added in
later versions. The map is intended to be completely resistant to set patterns of
play, requiring players to make important choices and revise their strategies
during the course of the game. Because portals into enemy territory do not
open until day 45 (day 17, month 2), an early rush is impossible. "Bizarro"
should provide a fresh and challenging game experience each and every time
it's played. Includes a Heroes IV standard version and a Heroes IV equilibris version.
The standard version will not work properly with the equilibris mod, and the
equilibris version will not work with Heroes IV standard. Be forewarned.
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Bizarro Blitzkrieg
version 1.0
(uploaded 08.21.04)
Size:
M (no underground)
Max. Players:
2
Description:
You and your opponent are eager to fight, but Lord Bizarro has declared 22
days of peace, after which he will open a portal between your territories.
Thereafter he may open others, as suits his fancy. He is, after all, as
bizarre and unpredictable as the land he rules.
Author's Notes:
"Bizarro" is a first-of-its-kind, randomized-layout Heroes IV map.
In this version, 25 possible layouts are included, and more may be added
later. The map is intended to be completely resistant to set patterns of
play, requiring players to make important choices and revise their strategies
during the course of the game. The "Blitzkrieg" version allows for early
rushes. Gates begin to open day 23 (day 2, week 4, month 1)."Bizarro"
should provide a fresh and challenging game experience each and every time
it's played. Includes a Heroes IV standard version and a Heroes IV equilibris version.
The standard version will not work properly with the equilibris mod, and the
equilibris version will not work with Heroes IV standard. Be forewarned.
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Boggle (2 Players with Allies)
version 1.0
(uploaded 01.11.04)
Size:
M (with underground)
Max. Players:
2
Description:
You live in a bog--a confuzing maze of water and wetland, but your chief
architect has a plan to build a huge dam around the swamp and drain it,
leaving fertile grasslands. Help him, and he'll help you by blasting away
the barriers that separate you from your enemies.
Author's Notes:
"Boggle (2 Players with Allies)" is a 2 human player, 2 computer player map.
Each human is teamed with a computer ally. While the map is resource poor,
numerous "bog bum" huts provide adequate gold for speedy growth and
development. The computer player will not usually flag the bog bum huts in
its home territory. As such, human players should try to flag them and
collect extra income. Be forewarned that it's unwise to attempt to visit
another player's keymaster. The tents in the swamp are well guarded.
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Boggle (4 Player Allied)
version 1.0
(uploaded 01.10.04)
Size:
M (with underground)
Max. Players:
4
Description:
You live in a bog--a confuzing maze of water and wetland, but your chief
architect has a plan to build a huge dam around the swamp and drain it,
leaving fertile grasslands. Help him, and he'll help you by blasting away
the barriers that separate you from your enemies.
Author's Notes:
"Boggle (4 Player Allied)" is an open, controlled-access map,
marked by beautiful but confusing topography. You have two routes
through which you can access your ally's territory. Both are on
the surface. Through the portal near your home town, only heroes
may pass. Across a marshy island that you and your ally share, all
but your level 4 creatures may pass. You also have two routes
through which you may access your enemies. Both are below ground.
Through the "pillars of death" all but your level 4 creatures may
pass. Through the middle of the underground chambers, however,
your entire army may pass once you and your ally pay the master
architect his fee. He requires 400 ore and an "Amulet of the
Undertaker" which you can acquire by visiting all five of your
oracles. Both you and your ally must pay the architect in order
for him to help you by giving full access to your enemies' lands.
Be forewarned that it's unwise to attempt to visit another player's
keymaster. The tents in the swamp are well guarded.
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Coldhearted
version 1.3
(uploaded 01.03.04)
Size:
M (no underground)
Max. Players:
2
Description:
It's bad enough that you live on an iceberg and have to trade for
resources when you need them. What's worse, coldhearted guardian
gargoyles scattered around this icy land have the power to deep
freeze your level four creatures. Sure, you can attack your foe,
but can you win without your most powerful troops?
Author's Notes:
"Coldhearted" is a controlled-access open map designed
specifically for tournament play. Three bridges and one portal
connect opponents' territories, but level 4 creatures can not pass
through any of these. Another portal, however, can be accessed
once 8,000 gold worth of lvl. 4 creatures have been sacrificed in
order to appease the map's guardian gargoyles. This portal allows
level 4 creatures to pass, but the attacking player must have the
"Summon Ship" scroll (an oracle quest reward) to actually press the
attack once entering enemy territory. The map has no mines.
Numerous igloo quest huts, however, provide gold on a daily basis.
Confusing topography and a lot of icebergs make this map
particularly challenging.
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Dark Son
version 1.1
(uploaded 12.08.02)
Size:
M (with underground)
Max. Players:
4
Description:
Marcus Tigranis, prince and heir to the throne of
Oromnia, has betrayed his father, the King, and is
leading a revolt to overthrow the kingdom. The king
has called upon his four most powerful noble houses to
end their petty bickering and capture Marcus Tigranis
before he destroys the land. Perhaps the bickering
won't end, but one thing is certain. Marcus Tigranis
must be defeated before Oromnia will see peace again.
Author's Notes:
This map tells a complicated story and features
multiple possible victory scenarios. Alignment factors
into how the AI treats players, reflecting the various
symapthies of Oromnia's inhabitants towards Marcus
Tigranis' revolt.
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Dark Son Allies
version 1.0
(uploaded 02.11.03)
Size:
M (with underground)
Max. Players:
4 (Allied Map)
Description:
Marcus Tigranis, prince and heir to the throne of
Oromnia, has betrayed his father, the King, and is
leading a revolt to overthrow the kingdom. The king
has called upon his four most powerful noble houses to
end their petty bickering and capture Marcus Tigranis
before he destroys the land. Perhaps the bickering
won't end, but one thing is certain. Marcus Tigranis
must be defeated before Oromnia will see peace again.
Author's Notes:
This map tells a complicated story and features
multiple possible victory scenarios. Alignment factors
into how the AI treats players, reflecting the various
symapthies of Oromnia's inhabitants towards Marcus
Tigranis' revolt. In this version, two teams of two players join up to defeat Marcus Tigranis and destroy their enemies.
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Dark Son Death Match
version 1.1
(uploaded 12.08.02)
Size:
M (with underground)
Max. Players:
4
Description:
Marcus Tigranis, prince and heir to the throne of
Oromnia, has betrayed his father, the King, and is
leading a revolt to overthrow the kingdom. The king
has called upon his four most powerful noble houses to
end their petty bickering and capture Marcus Tigranis
before he destroys the land.
Author's Notes:
This map is a death match version of "Dark Son" in which defeating Marcus Tigranis is a highly rewarding quest, rather than a requirement for victory.
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• Runner-Up •
Map of the Year
2002
Celestial Heavens
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Dry County Blues
version 1.3
(uploaded 03.28.04)
Size:
M (no underground)
Max. Players:
2
Description:
What were they thinking? In a fit of prohibitionist
outrage, the people of County Cumberland destroyed all
the taverns in their towns. Soon after, anarchy broke
out. Somebody's got to do something to restore sanity
and then re-build those taverns. After all, what's
wrong with having a drink every now and then?
Author's Notes:
This is a closed map designed specifically for
tournament play. It features a number of
pseudo-randomized adventure objects, as well as some
alignment-determined shrine and altar "banks." These
offer players access to spells and skills from adjacent
schools of magic. My specific intention in creating
this map was to equalize the playing field against the
death alignment. Because there are no taverns in the
towns, death players will not be able to build the
Mansion. Each side of the map has two lvl. 3 creature
generators, so there's a 66 2/3% chance that
a death player will be able to recruit some vampires,
but they won't be available in the home town, and this
will slow the death alignment's usually-rapid growth.
The map is also designed to slow down the "hero army"
strategy. There is an external tavern in each home
area, and, indeed, both players will be able to recruit
the dreaded barbarian, but gaining access to that
tavern is difficult, moreso than it would at
first appear.
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Dunwold
version 1.1
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
3
Description:
Young Queen Altheia has died leaving no heirs and
having named no successor. Who will rule now that her
royal line has died out? You (like your rivals) want
to establish a new dynasty of your own, and you both
know that controlling the mighty city of Dunwold is
the surest path to victory.
Author's Notes:
This well-textured and richly detailed map tells the
story of a classic succession war. It is a mostly-open
map with numerous unique quest huts. This was my first
H4 map, and I wanted to experiment with all the
structures and the scripting language just to see what
the new editor could do. I hope you enjoy my
experiment.
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Dunwold (2 Player)
version 1.2
(uploaded 03.02.03)
Size:
M (no underground)
Max. Players:
2
Description:
Young Queen Altheia has died leaving no heirs and
having named no successor. Who will rule now that her
royal line has died out? You (like your rivals) want
to establish a new dynasty of your own, and you both
know that controlling the mighty city of Dunwold is
the surest path to victory.
Author's Notes:
This is a 2 Player version of "Dunwold" that has been modified for
tournament play. Garrisons are stronger, and the southwest corner
of the map (formerly the home
of the purple player) has stronger guards and more valuables to loot. In addition, the lvl. 3 generator in the blue player's territory has been moved closer to blue's starting town in order to further balance the map.
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Eruption
version 1.1
(uploaded 04.06.03)
Size:
M (no underground)
Max. Players:
2
Description:
It's a disaster! Nearby Mount Faenya has erupted,
spilling a river of lava into your homeland and splitting
the kingdom in two. While no one can stop the lava, some
great hero must re-unite this divided land.
Author's Notes:
"Eruption" is a closed, pseudo-random map designed
specifically for tournament play. The locations of various
mines are randomized, as are the entry-ways into the
middle-area surrounding the river of lava. Of the four
potential paths from the player's home territory into the
middle area, only one will be open in each game. It should
be impossible to "see" which pass is open, and, in each case,
the pass-guards must be fought before the player can truly
"tell" which is open. These features are designed to make
the map resistant to set patterns of play.
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Imperial Prison
version 1.7
(uploaded 01.09.04)
Size:
M (with underground)
Max. Players:
2
Description:
The Emperor has made you warden of the Imperial Prison, and has
given you the power to release 3 heroes who will aid you in destroying
your rebellious enemy.
Author's Notes:
"Imperial Prison" is a completely closed map designed for
tournament play. Portals into enemy territory begin to randomly open
during the seventh week of the game, making an early rush impossible.
Players begin in a walled prison compound and have ample time to
consider various options carefully. Each player may release one
prisoner on day 1, a second on day 2, and a third on day 3. Players
may exit the walled prison compound no earlier than day 3. One randomly
chosen exit opens on day 3, another on day 4, and the last on day 5.
This map is designed to allow for a long, thoughtful game.
Building the most effective hero combination given the towns available
becomes the trick to mastering this map.
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Iron Man
version 1.1
(uploaded 07.09.04)
Size:
M (no underground)
Max. Players:
2
Description:
"Nobody wants him. They just turn their heads. Nobody helps him. Now he
has his revenge!" Exact revenge on your enemy with an iron-clad hero
group, a horde of creatures, and the shackles of war. One big fight, and
victory is yours!
Author's Notes:
"Iron Man" is a moderate-length, closed map optimized and balanced for
tournament play. Creature growth and hero advancement are accelerated.
Players are separated by a strong garrison in the northwest corner of the
map, but a shortcut opens in the sixth week that may allow players who run
the map quickly to launch a sneak attack.
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Laelth's Training Grounds
version 1.0
(uploaded 09.27.03)
Size:
L (no underground)
Max. Players:
2
Description:
When playing Heroes IV, it's easy to spend twelve or more hours
running the map only to have your fate decided by a ten minute
battle. This map is designed to allow you to build an army quickly
and practice your battle tactics skills.
Author's Notes:
"Laelth's Training Grounds" minimizes combats against neutrals and
accelerates hero growth. Portals connecting enemy territories open
on day eight. Players may "select" what terrain they'd like for
the final battle. If both players agree, the corresponding portal
will open. If they do not agree, the combat terrain will be chosen
randomly.
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Mystic Vale
version 1.1
(uploaded 05.31.03)
Size:
M (no underground)
Max. Players:
2
Description:
Beyond the mountains lies a secluded valley guarded by mystical creatures. Beyond that is the land of your enemy. You know you must pass through the "Mystic Vale" in order to defeat your foe. The challenge is figuring out how to get in.
Author's Notes:
This is a relatively rich, closed map designed specifically for tournament play. Each player's secondary town is a center of magical knowledge, and most of the shrines on the map are linked to that town as are several of the map's numerous altars. The locations of various mines are randomized, as are the entry-ways into the Mystic Vale. Of the four potential paths from each player's home territory into the Vale, only one will be open. It should be impossible to "see" which pass is open, and, in each case, the pass-guards must be fought before the player can truly "tell" which is open. These features are designed to make the map resistant to set patterns of play.
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Mystic Vale (Balance)
version 1.0
(uploaded 04.26.04)
Size:
M (no underground)
Max. Players:
2
Description:
Beyond the mountains lies a secluded valley guarded by mystical creatures. Beyond that is the land of your enemy. You know you must pass through the "Mystic Vale" in order to defeat your foe. The challenge is figuring out how to get in.
Author's Notes:
This is the more "balanced" and less random version of "Mystic Vale." Luck plays only a minimal role in determining who will win this battle of true Heroes skill.
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• New version! •
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ZmineZ
version 1.3
(uploaded 06.21.05)
Size:
M (with underground)
Max. Players:
2
Description:
The only way to reach your enemy is through ZmineZ, but the entrances are hard
to find in the maze of a forest you call your home.
Author's Notes:
"ZmineZ" is a randomized-layout Heroes IV map. In version 1.3, 30 possible
layouts (called "variants") are included, and more may be added later. The map
is intended to be completely resistant to set patterns of play, requiring
players to make important choices and revise their strategies during the course
of the game. Gates into enemy territory do not open until day 40 (day 12, month
2), but early interaction with your opponent is encouraged by the structure of
the map's underground.
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Heroes of Might and Magic III (ROE)
• 12 maps listed •
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Agraine's Vale
version 1.0
(uploaded 12.08.02)
Size:
M (with underground)
Max. Players:
4
Description:
Four powerful houses seek to control Agraine's Vale, a heavily populated valley filled with weak towns that are virtually indefensible. Only the house that builds the grail can win the hearts and minds of the valley's citizens and, thereby, control Agraine's Vale.
Author's Notes:
My last, most difficult, and probably my best H3 map, Agraine's vale tells a story and requires skill to win.
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Alluvia
version 1.0
(uploaded 12.08.02)
Size:
L (no underground)
Max. Players:
4
Description:
Four powerful kingdoms fight for control of a prosperous and peaceful river valley.
Author's Notes:
This map is a wide-open, rush-the-middle free-for-all. The neutral towns on the northern and southern banks of the river are very valuable, making a middle-rush mandatory for success. They're also well-guarded, however, giving players who use the map's creature generators an edge in competitive play.
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Close Quarters
version 1.0
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
8
Description:
Challenge yourself against seven opponents in this rather rugged, medium-sized world. Choose your team by color.
Note: This terrain may prove frustrating to novices.
Author's Notes:
"Close Quarters" was my first expiriment with a truly tight map requiring players to walk through certain objects in order to access the entire map. It features fixed town locations and a number of custom events.
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Dragons Galore
version 1.0
(uploaded 12.08.02)
Size:
M (with underground)
Max. Players:
4
Description:
Dragon Lord Draco has called an end to the petty bickering between you and your rivals, and he has an army of dragons ready to help him enforce his will. Defeat Draco, and then go after your enemies.
Author's Notes:
This is a very balanced 4 player map designed for tournament play. It's a completely closed but fast-developing map that encourages players to create powerful armies quickly and produces massive battles in the end game.
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Dukeout
version 1.0
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
5
Description:
The prosperous city of Monetaria is threatened by five neighboring kingdoms, all of which covet her wealth. Who will control this key trade center and rule the land?
Choose team by color: red/castle, blue/rampart, tan/fortress, orange/inferno, or teal/necropolis.
Author's Notes:
This map is a slightly-open contest to control the wealthy city of Monetaria. Each player begins with four towns in their home territory, allowing for the development of powerful spellcasters, but players find themselves torn between building their towns or venturing out early to sieze Monetaria's wealth.
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Hellfire!
version 1.0
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
4 (Allied Map)
Description:
The evil wizard Heracleitus has constructed the "Demon of Fire" in the city of Hellfire, thus unleasing a plague of hellish minions upon your world. You and an ally race against another team of two players to be the first to capture Hellfire and destroy the "Demon of Fire" before it's too late.
Author's Notes:
This tight and richly detailed map features two teams battling to see who can be the first to destroy the wizard Heracleitus. The green and blue players start at a disadvantage because of their proximity to the opposing team. In competitive team play the stronger players should take those positions. Note that magic must be used to actually reach the city of Hellfire and defeat Heracleitus.
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Lords of the Underworld
version 1.0
(uploaded 12.08.02)
Size:
L (with underground)
Max. Players:
6
Description:
Six lords vie to overthrow an undead tyrant who rules a sinuous underworld realm with an iron fist.
Author's Notes:
This large, all-underground map makes for a long game and big battles. It is, in effect, a scavenger hunt to reach all the keymasters tents and pass through the key gates before battling the Dark Lord of the Underworld. Rushing the central islands is the best strategy for competitive play, but these prove difficult to hold. This scenario featues a custom "map room" and favors the Dungeon town.
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Murwyth Tor
version 1.0
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
2 (Allied Map)
Description:
A team of two players takes on a ridiculously powerful enemy bent on world conquest. This scenario is designed for two human players. Allowing the computer to run an ally is not recommended. Victory requires efficient teamwork.
Author's Notes:
This scenario makes for a fun hot-seat game for people who don't want to compete against one another. Their wizard-enemy, Murwyth, is a tenacious and elusive opponent.
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Powerhouses
version 1.0
(uploaded 12.08.02)
Size:
M (with underground)
Max. Players:
4
Description:
Four mighty houses fight to control a region populated by powerful creatures.
Author's Notes:
This is a strightforward slugfest designed for tournament play. Strong players will attempt to control the underground creature generators that are the keys to victory.
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Pudu Bog
version 1.0
(uploaded 12.08.02)
Size:
S (no underground)
Max. Players:
2
Description:
Pudu Bog is barely worth fighting over, yet two great houses are determined to have it or die trying. Exploration and resource-gathering are minimized in this combat-intensive scenario.
Author's Notes:
Allies join your army as you rush the middle to meet your opponent in this scenario. The best chain will win this contest every time.
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Sea of Ehreddia
version 1.0
(uploaded 12.08.02)
Size:
L (with underground)
Max. Players:
8
Description:
You'll find friends and foes alike in the Sea of Ehreddia. The trick is knowing the difference.
Author's Notes:
This is another fight-for-the-middle map where the middle is very difficult to hold. It features fixed starting positions in which all eight town types are represented. It provides a balanced test of the eight forces in H3 ROE.
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Spice of Life
version 1.0
(uploaded 12.08.02)
Size:
M (no underground)
Max. Players:
4
Description:
Variety, in fact, is the spice of life, and players begin this scenario with a variety of towns and creature types from which to build strong armies.
Author's Notes:
Border guards give you time to strengthen your army before facing your opponents in this scenario, but beware! Each home territory has a shipyard, and one of your enemies can reach you by sea.
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