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Heroes Community > Library of Enlightenment > Thread: Random Template reviews!
Thread: Random Template reviews! This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Sir_Stiven
Sir_Stiven


Honorable
Legendary Hero
banned
posted April 22, 2005 02:17 AM

rychenratingadambastardtosserroller, i have an allied temp you are free to try out/review later on aswell if interested.

This time it hardly got any crypts

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rychenroller
rychenroller


Promising
Supreme Hero
posted April 22, 2005 03:03 AM
Edited By: rychenroller on 21 Apr 2005

Template: Panic (L no under reviewed)

Designer: Midnight

Richness: Medium to Low (varies quite a bit)

Theme: Similar to Balance, the map being designed more for resource management and correct building rather than treasure rush.

Basic Design: This template really is almost like a twin brother to the balance template. You start in a fairly large start zone with plenty of resources to chain to, though very few are unguarded. From here there is a lateweek1/earlyweek2 break to an always necro zone. Unlike balance, this necro zone has 1 of each resource mine. Overall Panic is poorer than Balance, though they are both similar to build due to these resource mines being substituted in. These two zones will 90% of the time have the resources you need to get level7/castle by the end of week2, though astute chaining will be required.

After the imitial 2 zones, is where Panic gets interesting. There are three a total of 4 breaks from your necro zone, three fairly weak breaks leading to town areas, the fourth one always leading directly to your opponents necro zone. From these week breaks, the map spreads out like a maze into somewhere between 12/16 zones. There are always multiple paths to your opponent through these zones and you could meet him any time from week 3 onwards depending on how fast you expand. Zone progression, not big block killing, will most be the way you meet your opponent.

Suggested rules: As per Balance, its quite unnecessary to ban d/d/fly as it is very hard to come across (scrolls and guilds only) The top artifact level is 2 so relics will not be an issue, either will huge boxs or prisons. I like these 2 templates due to the minimal amount of rules required to play them fairly. So in essence, diplo/cartographer/4th 5th scrolls would be the only rules I include. 4th/5th scrolls are there purely for the ease at which you can get them, ie. horde of skeleton warriors guards a dimension door spell. Something of that calibre on a map like this would be a massive imbalance, though building it through the guild and applying all the necessary resources on a template like this, would not.

Strategies: Again, much like Balance alhtough the potential isnt there for an immediate double build. Panic also tens to play slightly quicker than Balance and the zone progression guards slightly weaker,hence an earlier meet. One thing that Panic does have that Balance does not is forted towns. Some will actually have a fort built (not all) allowing for an easier double build and no requirement to build the fort. Multiple dungeons with a small dwelling here or there can rule this template Remember though, if planning a double build, make sure all your bases are covered and you have a general idea of where your opponent is. Unless the map is XL, it doesnt often last into week 4

Panic can also lend itself to magic hero use. Finding your opponent in week 3 with a warlock and 10 spellpower/lightning bolt can prove deadly. Might heroes tend to catch up late so if you are planning magic hero use, its better to hit early before your opponents might hero is up to speed in the magic skills. The longer you give your opponent, the easier it will be for him to negate your magic heroes effectiveness. I've also noticed that large stretches of this map will go unexplored. One of the reasons why is that panic has no dedicated treasure zone A lot of players will think "why go looking if there is nothing to find?" Unlike Balance, there is no area with no town dedicated to treasure only, all zones will have towns. This is not to say that there arent treasures to be found. The treasure level is slightly lower than Balance meaning no level 7 dwellings available in disjointed zones, though hives and conservatories will be prevalent.

Alos like balance, underground can send this template wild. I take no responsibilty for people playing with underground and using this as a guide Also due to the high amount of zones, extensive monolith use will be apparent. View air and earth can also actually trick you on a template like this, if you see your opponents heroes shields miles away, dont think yourself safe...he could be just a monolith jump away. Scouting is very very important along with actual scouting heroes (like fiona, deemer, et all). I always like to get those heroes a few level and try and get adv/exp scouting...its always nice on any random.

if you are looking for a 3 hour game that is a challenge, not a cakewalk (jebus ) consider playing balance or panic. These maps are far far more dynamic, lending themselves to scout wars and open map play. The luck factor is also greatly reduced in these templates, the player who plays better and smarter will win 90% of the time.

7.5 out of 10
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Myctteakyshd

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rychenroller
rychenroller


Promising
Supreme Hero
posted April 22, 2005 03:12 AM

ok Stefanhellspawnalliedmapmakingtosser, send the rmg.txt to adamhayes@netspace.net.au if you want
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Myctteakyshd

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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted April 26, 2005 11:36 PM

thanks, a great review of panic there, although imo its better than balance you got all those nice small things but do you know true random template? I cant seem to figure that one , and I have a feeling it is very very random and a bit unbalanced? a review of that would be apreciated
____________
Tagged officially as Noobegian two years ago. This typographic material is strictly copyrighted. All situations containing abuse will be brought to court.

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lkru33
lkru33


Promising
Famous Hero
3x NFL Pick'em Champ
posted May 06, 2005 03:23 PM

Placeholder for next review

(Will delete when review is posted)

On List:

*  Angelito's Fiesta Ver 1.4
*  True Random
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted August 17, 2005 11:46 AM

At Xarfax’s request {} I will try to make a short review of a random template, one of those not very popular on the zone these days, but nevertheless an incredible balanced&fun to play one.The template I’m speaking about is  called frozen dargons .

It is designed for 1 vs 1 play, only for size 16, which means XL no under, so beware when you select the starting options.

Suggested rules: game breaking: no fly/dd/angel wings; fmg
                                    optional:hf/carto/db/diplo/flux/necro……etc


Description: Starting area can vary a lot in size.It has an ore and a wood mine and it’s richness is average up to rich.Depending on that it is possible to encounter high level dwells,pandora boxes and even major arties.From here, there are some fairly easy guards(end week 1/beginning week 2) to other 2 zones.One of them has all the other resources mine and a gold mine, whereas the other zone has a necro town with no fort.Even though the starting zone was supposed to be connected to both these zones, most of the times the connection to the resource zone doesn’t have a road, so it might be a little hard to spot.Not to worry though, the necro zone is connected to this resource zone also and this time a road should be present.Also from the necro secondary zone, there is a connections(almost always by 2 way monolyth) to your opponent’s necro zone.The guards to this 2 way monolyth are always big horde or small throng upg lvl 7’s on each side.I generated in excess of 30 maps and I always had Tians at one side and Ancients on the other.The only exception to that is a couple of times when I got pheonixes on one side, but I would bet that if one of the players has RoE, you will always get titans and Ancients guards there.Your ultimate goal is to kill those guards as soon as possible(week 6 or later usually at least for a noob like me ).
Back to the necro zone though.from there on you gain acces to 2 random towns without forts(so a good chance to DB) .In this area you will also get another gold mine.From this area there is a possibility to enter a huge treasure zone which is always on snow.The richness here is crazy and so are the fights.In a way it’s similar to extreme, but the only thing different is that in these are you yill only have to fight dragons.

For the ones that are curious how this can be achieved, you only need to select Dungeon, Rampart and neutral from the Monsters collumns, set the value to strong and increase dramaticly the treasure value.The logic is as follows:big treasure means big guards, big guards mean high lvl critters(it’s more likely to find horde green dragons guards then legion grand elves on any map, cos that’s how the computer thinks) .So the template maker increased the treasure value to that point where he was sure he will get only lvl 7’s as guards to the big arties.To make a long story short, average guards you will find for the relics there will be horde reds/greens or lots golds/blacks or pack faeries or several/few rusts/azures or cistals.
You will get low lvl dungeon/rampart/neutral critters aswell, but they will guard piles of resources, observatories or witch huts, all the good stuff  is guarded by dragons.

Strategy Obviously, you need to expand fast and get your hands on both the resources mines and the necro castle by the end of the second week .Then you  need to start making decisions.Depending on the map,the stuff you find in your secondary zones you decide wheather or not you need to go in the  snow treasue area and how far you need to advance there.Don’t forget your goal is to kill the big guards on your way to your oponent’s regions.Since the only size that can be generated is XL no under and given that that snow treasure zone is huge,adventuring too far in there week 5 for exemple may cost you especially if you don’t have town portal, to a point that not even poor man’s TP can’t help you.On the other hand the snow zone can bring you a big advantage:aside from all the relics you can get there, that zone is filled with azures/crystal/rust/faeries dwells.So given you took 2 topes and you have a trading post by week 4 it will be a good ideea to flag 2-3 azure dwells that week.By week 6 you will have 6-9 of those beasts and even if that will mean giving up on recruiting some of your army cos of lack of cash, these monsters can help a lot both in the figth(s) with the guards and in endfight also.

Strong points it gives a player multiple choices of action and every map can work better in a different way, with a different aproach.The fun facor is prety high with all those big bad fights and also thereis also the element of surprise.

Not so strong points Starting area can often give lvl 7 dwells(more than one even) wich leads to some unballance(giving it’s a long game).Sometimes the map is broken, meaning that the big guards on the monolyth can block the way to the other areas aswell(they simply block the road aswell), which suck cos  a restart must occur in week 2 or so.

i will give it 8 out of 10
                         


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matkov
matkov


Hired Hero
posted August 19, 2005 11:10 AM

Can someone include links for downloading this templates here please ?
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Have a nice day.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted August 19, 2005 12:58 PM

Random Templates
____________
Better judged by 12 than carried by 6.

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dimis
dimis


Responsible
Supreme Hero
Digitally signed by FoG
posted March 23, 2006 04:22 AM

2vs2 Templates

Anyone can give a good overview or recommend a (rather poor) template for 2vs2 games?

Thx in advance to anyone that might reply.

- dimis -
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The empty set

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Zsa
Zsa


Famous Hero
posted March 24, 2006 07:10 AM
Edited by Zsa on 24 Mar 2006

Template Review: Midnight's Mix (L no under)

Designer: Midnight

Theme: You want Random, you got random

The generated map can be similar to blockbuster, panic but there's no guarantee.

Suggested Rules: no fly/dd/hf/carto/diplo/necro/lvl4-5 scrolls

Description:
Richness is average usually.

A lot of things vary on this template. You will most probably not start on native terrain.

You usually have at least a necro village in the next area, the troops defending the next area are horde of lvl 1's or lots of lvl 2-3's most of the time.

Sometimes you can have more than 1 necro town available to you. The necro area doesn't have to be on dirt ground (it can be on other terrains), and the necro area usually has one mine of each (except gold).

In terms of relics and utopias, some maps may not contain them, others may not. Maps vary from no more than lvl 2 arties on it, to treasure areas with relics and 4+ utopias on it. Similarly to extreme template, relics and topes are not exclusive to the treasure area, they can be on your territory as well - this happens very rarely however.

The template can also generate maps that look like blockbuster maps (high lvl guard between the two players ie 40 something arch devils or 60 angels) and treasure area guarded by monsters similarly to BB.  

Treasure areas (if they exist) aren't necessarily on sand, they can be on other types of terrain as well (snow, grass dirt).

Strategy: No one strategy can be formulated for this template because it takes the form of many templates.
Usually you get to the necro area week 1. And depending on how the map looks, you go from there.

Strong points:: it can take the form of either a closed or open map with varying degrees of richness and treasures. You have to be ready for early fights (as early as week 2), but you also need to plan ahead for fights well into week 4-5.

Weak Points: Treasure area is sometimes on snow, which can give an advantage to tower users.

All in all, this is a beautiful template, and it is suitable for people who can adapt to the map - not the other way around. Not suitable for people with set patterns for their game play.

Rating: 8.5 out of 10

And for you dimis, this template is pretty good for 2v2 games as well
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"You sound like zsa who only plays the game on forums" - Russ

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Paladin_h3
Paladin_h3


Hired Hero
posted September 19, 2009 08:25 AM

This is one of the best threads ive read. Very informative, breif and effective.

I see this thread is a bit old. I know things have moved on and alot of gameplay has changed.

My question is, are these tactics still the same or has there been a difference in the way these temps are approached these days?

Please note this is just an attempt made to see if the game and the way it is played has changed /evovled compared to the past. My feeling is it has. I would very much appretitiate inputs from active players such as maretti and the new so called strong players.

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maretti
maretti


Responsible
Supreme Hero
posted September 22, 2009 01:15 AM

Some short answers:

Magic heroes are useless.

Double build on balance and panic is not the way to go, you will be to slow.

Frozen dragons is just way to long. I doubt anyone plays it nowadays.


Some comments about templates:

I guess Rych had no idea about the quality and balance of jebus and how it should be played. For more info read some of the jebus threads.


Imo Panic is to much about luck. When you go on from your 2nd zone you can run into your opponent any time. You will be very close due to tons of twoway monolits and very small areas. Whoever sees the opponent first will have a huge advantage. If you trade everything and buy out you will be strong if the meeting actually happens very fast. If it dosent you will be punished for bringing unupgraded troops and you will most likely not be able to build lvl 7s. Also your speed will be hurt due to slow troops. So its often about taking a chance and hope for the best.


Blockbuster is also to much about luck. The map build up and size of guards means that both players will go through the map with aproximatly the same speed. Its impossible to get to the opponent fast, so in to many cases the game is decided from who has the best t-area. In many cases whoever finds earth book first in their t-area wins, cause with earth book you can quickly kill the big block and take the opponents town without him being able to get back.


Balance really got the right name. Its the most balanced template of all imo. If you go for the center towns you risk running into your opponent, but you know its a risk and can stay back or buy out. It will often be a race for the hivearea around week 3 day 1 and there are 2 ways to get there. Through the center towns or the big block. If your opponent gets there first the game is not lost. You have the choice between chasing him down there or go for his town. This is really a major strategical decision. If you go for his town you gotta expect him to show up with around 70 wyverns but you get more production and may be able to force him to attack you in town. Besides that you may have some cons you can take and some statboosters in his area might give you an advantage.

In my last game on balance my opponent beat me to the hive area and came back with 102 wyverns. Fortunatly I had a full dungeon army including 500 plus trogs and 13 angels. With superior magic (mass haste and mass slow, he only had mass slow) I won easily.



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Crag rules, Orrin and Ivor suck

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Paladin_H3
Paladin_H3


Hired Hero
posted September 24, 2009 08:55 AM
Edited by Paladin_H3 at 09:00, 24 Sep 2009.

Wat are the average meet periods in terms of expert players on these temps. I know average meet periods on the commonly played temps but this never seems to be the case when I actually play it online.

I remember in CC (I know its not a random map) the average or acceptable meet periods were actually not the same when really played. I think the game with maretti he ended up comin in wk3 or wk4 was it? on the other hand Jebus XL ended up being finished on wk4 or 5 in almost all the games I played.

When playin E2 back then it was almost impossible or the norm was to meet mid month 2 but it has changed ever since. I can't seem to go anyhwhere near my opponent before wk4 in it though. It will be helpful I guess to have an updated avg meet period in an experts point of view for each temp.

Would help new players/ players comin back to H3 to know what is expected and train themselves towards it.

Cheers.




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maretti
maretti


Responsible
Supreme Hero
posted September 25, 2009 07:00 PM

Very hard to tell what is expected meet time. For example on jebus average break time is around 125, so if your exits are very close you will meet week 2. But if you are far apart and noone goes for the other player it can easily be week 4.

On balance if both players go for the hive area its early week 3.

BB its some time week 5 probably.

E2, long time since ive played it, a guess is some time week 6.

E1, week 5 or 6 probably.

Panic, coincident often decides, early to mid week 3 probably.

Skirmish, can differ alot. Do you go straight for opponent or do you gather as much as possible. Mid week 3 might be average.

8xm8: Week 7, but depends how close you are which varies alot.

Crystal city: Main battle around week 9.
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Crag rules, Orrin and Ivor suck

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted September 25, 2009 11:59 PM

whats this template called crystal city and where can i find it?

I heard about a fixed map with this name..made for multiplayer.I know i played it sometimes but cant remember who made it.
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Rainalcar
Rainalcar


Promising
Famous Hero
Heroji su zakon
posted September 26, 2009 02:07 PM

That's it.
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Paladin_H3
Paladin_H3


Hired Hero
posted September 28, 2009 12:41 PM

Quote:
whats this template called crystal city and where can i find it?

I heard about a fixed map with this name..made for multiplayer.I know i played it sometimes but cant remember who made it.


It is a fixed map. One of the best maps I ve ever seen, well thought out and every town has its advantages. Somewhat perfectly balanced in its own way. I think maretti will be the best to describe it as it was introduced to me by him.

Do note its not a type of map where u can finish in a matter of hours and you can very well get lost in it if you donot know what you are doing. Apart from that it is extremely enjoyable, will be nice to see some people who are willing to play it besides maretti and myself I guess.

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sachelos
sachelos


Known Hero
posted September 29, 2009 09:59 PM

{re}hi

Will somebody e-mail me the CC map please? I had it several months ago but deleted it unfortunatelly and couldnt find it anywhere, i appreciate, thx

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uruk-hai
uruk-hai


Adventuring Hero
posted September 30, 2009 11:21 PM

Why email? Could Maretti or someone who have it post it here for us plz? Got exited, thats all
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted September 09, 2012 11:33 AM

what are the good templates for 1 human versus 6 or 7 computer opponents on a l or xl map. i like open areas with lots of fights and artifacts to race for.

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