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- Heroes of might and magic 3 map editor guide generator#
- Heroes of might and magic 3 map editor guide Pc#
- Heroes of might and magic 3 map editor guide windows#
Some zones and/or connections on the template may have a yellow outline. Note that the right side of the layout is turned upside-down - if some zone is found on the top of the surface part, its copy will be at the bottom of underground part.Ĭonnections between two mirror layers are marked red. Each surface zone #x has its underground copy as zone #100+x. On the template layouts surface zones are drawn at the left and the underground ones - to the right. Mirror templates have their underground layer generated as an exact copy of the surface level. Imperatively roadless connections are denoted by thick dashed lines. Note that if several connections with obligatory roads occur between the same pair of zones, only one road will be generated. If the connection has an obligatory road, thin white dashed line is added inside the connection line.
Heroes of might and magic 3 map editor guide generator#
Thin dashed line denotes fictive connection: the zones will not be actually connected, but despite this fact, the generator will try to place these zones close to each other, if possible. This connection is never guarded, and, if zones connected with it have a common land border, they will be connected for the majority of this border’s width. Wide connection is denoted by thick grey line. Connection with a Border Guard is crossed by another shorter line in place of the number. The number on it is connection value, which specifies the power of units guarding it. The amount of every type of mines is located alongside the corresponding resource icon.īasic connection between two zones is denoted by a single black line. Neutral and player-controlled towns are distinguished as well (neutral towns have grey tower tops, while player-controlled towns have tower tops of corresponding color).
Heroes of might and magic 3 map editor guide windows#
Town type (castles - with Fort non-fortified, aka villages - without Fort) and amount is denoted by town icon(s) (castles - with windows villages - without) and number(s) alongside them. Otherwise, 1, 2 or 3 swords correspond to weak, medium or strong guards respectively. Absence of swords means that the objects in this zone are not guarded at all. Swords icon(s) at the top right corner denote the guards’ relative power.
![heroes of might and magic 3 map editor guide heroes of might and magic 3 map editor guide](https://docs.unrealengine.com/4.27/Images/Resources/SampleGames/ARPG/ARPG_Hero.png)
The asterisk above the richness number signifies that this zone uses custom rules for objects generation. The most frequently used content-wise zones are: From now on each content type will be denoted as (–, ). Each of these types is described by three numbers: minimum group value, maximum group value and relative frequency of occurrence. This number alone specifies, if the zone will be colored white, silver or gold.Įach zone’s contents are characterized by three (or less) content types. The bigger is this number, the more precious objects this zone will generate (and the heavier will be the guards). There is a number at the top left corner, near the chest icon, which denotes the richness of this zone’s contents.
Heroes of might and magic 3 map editor guide Pc#
PC icon located alongside zone number signifies that the player starting in this zone is imperatively AI-controlled. There is a number located at the bottom right corner of the square, which is this zone’s ID. Zones not occupied by players are colored white (for content-poor zones), silver (for content-rich zones) or gold (for vastly content-rich zones). Zone color corresponds to a player whose starting town is located in this zone: this rule is held if only the first colors are selected by players (e.g., red and blue for two players), otherwise zone colors don’t correspond to players’ colors. Square size shows the relative size of the zone with respect to other zones on the template (however, actual size of the zone depends on the variety of factors and may not correspond to the size displayed on the layout). Zones are denoted by squares with rounded corners. This article presents you description and layouts of default HotA templates. The template prescribes, how many zones should map be divided into, how these zones should be interconnected, and certain details regarding zones and connections as well, while majority of objects and precise location of zones is selected randomly. Every random map is generated following a certain template.