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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes IV map reviews
Thread: Heroes IV map reviews
vlaad
vlaad


Admirable
Legendary Hero
ghost of the past
posted July 29, 2005 09:56 AM bonus applied.
Edited By: Lich_King on 13 Sep 2005

Heroes IV map reviews

Since there are already lots of Heroes IV reviews at MapHaven and Celestial Heavens, this thread ought to be dedicated to NEW scenarios only. With Heroes V still half a year away, let's encourage (or discourage ) the authors to produce some more maps!

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Sosarian Dreams by jahguun

Heroes 4: Winds of War

Story: You are the incarnation of legendary Avatar and your task is to restore the land's former glory.

Game: You start as a level 3 priest and have to capture a town day one, so the unguarded Breastplate of Regeneration nearby will help. The one squire you begin with has a crossbow, too. On day two I hire another hero (an archer) and visit a quest hut, where much of the story is revealed. I spend the first month leveling up in the western swamp and gathering resources in order to build Britannia. Week three is actually the most exciting period: three AI heroes, each of different color and level 13, siege my town with their armies.  The rest of the game consists of exploring the map, visiting numerous oracles and digging for treasure. I just follow the story and solve all the quests, and finally the path to the underground is open. Although my two heroes were more than enough to clean the entire surface, now I am glad I haven't forgotten to build the champion dwellings early on - the final battle with forces of evil is epic for sure!

The good: The landscape looks nice, especially the swamps and islands in the south. Some mountains seem out of place, though.The entire map is linked with lots of two-way portals of the same color, which usually enables you to transport to any location in a day or two.

The bad: The placement of adventure objects is strange, so some areas are nearly empty and useless. These could be filled with some power-ups, minor quests and neutral heroes. After you defeat the three edited AI heroes, there is no real challenge. The armies you meet after six months are often weaker than those week one (I played most of the time with quick combat enabled). AI could use a significant boost later as well.

Bugs: The scenario description is missing. Two objects in the labyrinth are inaccessible (on purpose?). Minor grammar mistakes.

Bottom line: This huge scenario could have been a GREAT medium map.

Mark: GOOD (I suggest the author update the map and everyone give it a try!)

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In glory of a devil by Dark Peter

Story: "The new time, new epoch comes. Has again begun to move evil in the unapproachable strongholds, having felt approach of the beast number to which 666, and a name to him the Devil, the Satan... The Last war has ended with almost full victory of darkness, but losses were so great what to fix her it was not possible. So whose you will take the side? Whether you will lead an army under the black flag of a devil for a final victory of the Animal or you will take the side of light and you will rescue the world from eternal darkness? Be solved, destiny of the world in your hands and in authority of Fate."

Gameplay: An additional note from the author informs us that this map includes quests, puzzles and other interesting features. I hate to say it, but seemingly it is all completely irrelevant. I started as Chaos, in a volcanic area in the north-west. Having captured four (!) Hydra Ponds in a swamp nearby, I had no problems later on. Discovering a distant valley with all portals was the key moment in the final phase. For the record, I played version "5" (is it 1.5 or 5.0, though? )

The good: In the beginning, it is one of those promising XL scenarios with a decent landscape, text events and unique locations.

The bad: Half of the map is neutral and of no significance.  

Bugs: Grammar mistakes, especially in frequent "proverbs".

Bottom line: The map doesn't live up to its potential.

Mark: GOOD (a few hours of fun, but nothing more)

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Dark Ground by Dismay

Story: As the subtitle says, this is a small "deathmatch" map. Dark Ground stands for the middle area (appropriate field of glory terrain) in between the four starting towns.

Gameplay: This is a 100% multiplayer map, so I won't post my singleplayer experience. It's a fast balanced map for 4 players. You start with both level 1 dwelling built, the default garrison and no hero. In addition, you have free access to all mines.

The good: This is a perfect map for a quick online or hotseat deathmatch.

The bad: What makes this map different from the top MP maps (such as Laelth's works), is the poor landscape and no unique features. Such a scenario takes less time to make than to play; no big deal if you are a hardcore multiplayer, but it's still a turn off. It leaves a bad taste in your mouth, like it was a game of chess, not a strategy set in a fantasy world. The scenario features a buried treasure and a prison with a superhero, but it's too little, too late.

Bugs: None.

Bottom line: Give it a try if you are bored with the classics.

Mark: GOOD (for what it's worth...)


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Big Wars by Andrey Lisenko

Heroes IV Standard

Gameplay: This is an XL singleplayer map with the standard win/loss condition. Since there is no story at all (even the scenario description is missing!), the focus is on combat. In other words, you will explore beautiful vast forests, seas and deserts...but the hardest fight will be the one to capture your sawmill on day one. This is not the author's flaw, of course, we are all aware of the legendary AI in Heroes 4 (In this particular map, only one of my computer opponents had a decent level and army). However, I think that it is mapmaker's fault if he or she fails to make the scenario challenging enough. Computer-only colors desperately needed a significant boost (a simple time event to give extra creatures or/and experience would suffice). The way it is now, this map is nothing more than fun for a casual player. Fortunately enough, this reviewer fits the definition. Again, the adventure map is enjoyable (and huuuge, considering the fact that the underground is as large as the surface), while AI turns do not last forever. I played as Nature, had some trouble flagging my mines on Champion difficulty, but managed to nearly clear the starting area... and the rest is history.


Trinni, my invincible ranger

The good: Great for fans of XL maps.

The bad: The scenario would benefit from some side quests and story.

Bugs: One of few scripted events is bugged. A mighty neutral archmage and his elemental army (in the north-west part of the underground) are scripted to join you when encountered. Alas, this option doesn't work as it ought to, so you are attacked (and probably killed) by the same army that joins you AFTER the battle. Luckily, there's a town nearby, so you can resurrect your fallen heroes. This script could be done in a different way - by using a placed event near the neutral army, instead of triggerable event on it.

Bottom line: With thousands of downloads, you might want to check out what the fuss is all about.

Mark: GOOD (recommended)

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Beyond the Sea by Edward Karev

Heroes IV: The Gathering Storm

Story: "Fragile alliance between Sorbs, people living at eastern side of archipelago Big Wales, and Arphaners, living to the west, has been broken. And Sorbs, cowards, have asked mighty horde of barbarians, living in the desert, for help. Our inactivity is becoming catastrophical! We must act immediately! Here are only two of us, but we can, we hope, defeat the horde and Sorbs. And the Gods will help us."

Gameplay: Aside from the fact that Sorbs sounds too much like Serbs (my nationality ), I enjoyed this XL scenario. You and your ally start off on a long western island, while the AI opponents are located too far to be eliminated fast, yet close enough to endanger your towns. Unfortunately, after weeks of sailing and fighting, the scenario comes down to cleansing the remaining islands.

The good: The tropical archipelago has a secret (first noticed by jahguun, then explained by Pitsu) - instead of visiting an oracle to discover the "X" spot, the player gets a message in a bottle with the instructions where to dig for treasure. A nice feature, seemingly possible on old maps only.

The bad: Scripted AI heroes for the final battle would be nice.

Bottom line: A nice but easy hotseat or singleplayer scenario.

Mark: GOOD (in case it is your cup of tea)

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Grizi by Mikael Larsson

Story: "Good luck you might need it?"

Gameplay: Here's yet another XL singleplayer/hotseat scenario for those who love heroes in combat. Without any story or theme, you start with two heroes in front of your town. The map is RICH, so I built Black Dragons on day 10, while my thief reached Grandmaster Stealth about at the same time. One would think the whole adventure map was there for me to clean it, but soon I realized it was meaningless. Countless piles of resources and most artifacts are irrelevant. When my two heroes both gained level 30, I managed to free an additional superhero from a prison... and switched on quick combat. Since the scenario consisted of lots of small areas, I focused on exploring the map as fast as possible. I had the Gloves, Boots and visited each movement boost I could. With numerous power-ups along the way, I easily located my opponents and eliminated them. I ended up as "megadragon", with the total score being 1451. I suppose I could have done better, though.

The good: I can't decide whether it was fun or funny... but in a good way!

The bad: You got the picture by now: there is no real challenge. Vast areas are covered with needless objects, while neutral towns have weak default garrisons. The battle with Evil Robin Hood (?! ) was epic, though... Why not more powerful neutrals? The AI needs help if you choose the recommended settings (Champion). The ally was not much better - his heroes stayed in the starting area during the whole game (on second thought, I prefer it that way! ). I won't blame the author for AI, of course, but the lack of ANY kind of narrative and quests is his fault. First of all, what does "Grizi" mean?

Bugs: The map is rated "impossible", while the opposite is true.

Bottom line: An enjoyable scenario that could have been so much more.

Mark: GOOD (for improving your score only )

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ZmineZ by Laelth

Heroes IV Standard


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.

Gameplay: Laelth's latest masterpiece plays like most of his maps - it's a unique M scenario with some underground, set on a beautiful adventure map. This gem is perfect for a 1 vs 1 multiplayer without rush or hit'n'run, featuring lots of balanced battles and small quests.

The good: All of the above.

The bad: One can't help but wonder what an XL RPG scenario by Laelth would be like. If he made them, that is.

Bottom line: Maps of this size and type rarely come better than this.

Mark: EXCELLENT

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Lost Crusade by Charles Watkins

Heroes IV: Winds of War

Author's Comments:

Story:

This map is my first shot at an 'alternate history' theme, which places the player in a semi-historical setting but adds a twist to allow the player to take events down a different path. The setting for this map is the Crusades and I hope to lead players to some insights on this turning point of Western civilization. I've tried not to be too heavy handed in the religious overtones and certainly hope not to have offended either Catholics or Muslims.

The lead characters are based on real historical personalities, although I have fictionalized them somewhat for the game and anglized their names. Eleanor, Raymond, Godfrey, and Hugh were some of the most significant figures of the time. Omar is essentially my own creation, based on Caliph Omar ibn Al-Khattab, and he serves to personalize the Arabic culture. Hassan i Sabbah may just be a legend, but the Assassins were real and active in the Holy Land at the time of the Crusades.

Eleanor of Aquitaine was one of history's most influential women--she was Queen of both France (Louis VII) and England (Henry II). Her grandfather was Guilliam IX the Troubadour and she was a devout follower of St. Bernard. A monastic education was the only option available, even to a royal princess.

Eleanor led an army of courtly women in the Second Crusade and had a notorious relationship with her uncle Raymond, magistrate of Antioch. She would have remained there, but Louis insisted she accompany him on to Jerusalem. They returned on separate ships, and Louis had the marriage annulled---by then Eleanor was all of 19 years old.

As heir to Aquitaine, Eleanor became fabulously wealthy and was the most influential woman in Europe.  After divorcing Louis, she married Henry II (Plantagenet) -- and thus ruled both as Queen of France and as Queen of England!

In 1187, Jerusalem fell again to Saladin of Egypt, prompting the Third Crusade under Eleanor's son, the famous Richard 'Lionheart.' The Third Crusade failed and Richard was held for ransom. There followed several minor crusades, and Jerusalem was briefly retaken, but in the end, the Muslims prevailed and hatreds had been born that have carried down the ages. For Christendom, defeat meant a new social order rising out of the economic system laid down by the Knights Templar, followers of St. Bernard, who are rumored to have taken fabulous treasures hidden below Temple Mount by the fleeing Jews.

Eleanor died in 1204.

* Raymond's bard songs are genuine medieval songs and poems. The insults in Foss are from Shakespeare. The historical accounts come from Wikipedia, though I have edited them down a bit.

Gameplay:

1. Play at Intermediate Difficulty (or Advanced if you must). The game will run for several months -- at higher levels the spawn rate is just too high and only a few key opponents have population control scripts. For the rest, if the combat looks too hard, you can go do something else and try again later.

2. You play Life (Purple) and have a nominal computer ally (Green). During the game, you will meet towns and characters that may start as enemies, and then become allies (Green) and perhaps eventually comrades at arms (Purple). When you take command of a town, you also become responsible for running it and your actions will determine whether it prospers or falls into decay.

3. There is a fixed cast of characters, listed on the adjacent sign. Keep the main heroes together, so that they can interact. Each brings something different to the party and relationships will progress as the game goes on. But when it's called for, don't hesitate to separate one hero (usually Eleanor) from the party for an individual encounter. This is necessary for an event to target a certain hero, making these personalized encounters possible.

4. There are many, many quests. The only ones you must do are the ones pertaining to the swords. You may enjoy the others, so give them a try -- but don't worry if you can't complete them. Most quests can be performed in more than one way, so if one approach fails, look for another. If the Quest Requirement is not clear in the Proposal Message, go back and check the Progress Message, where the objective should be more directly stated.

5. There are several places where you can get rumors and information. Revisit them every so often since they will offer new topics based on what has happened in the game. You can have them repeat old topics each time you visit or you can ask not to repeat them again.

6. Some surprises are in store even for experienced players, so if things don't seem to work 'normally,' try to play along and see what happens. Also, kindly grant some 'poetic license' to the author (like treating Pandora¡¦s Boxes as 'Arks') in the interest of a better story. Notice that many object names are taken literally -- e.g. if there is an Elf King's Bow, there is probably an Elf King somewhere. Essentially, there are no random elements in the game and there's a reason for everything.

8. Finally, don't linger in Aquitaine building a large force-- the main adventure lies beyond. And when you get the first three swords, you'll be ready for the end game -- just make sure you really are ready. There are multiple endings, so do what you think is right.

Gameplay: The map was submitted to "Gloria" contest (way back in early 2004). Sadly, version 1.0 wasn't approved by the administrator of MapHaven for 18 months, and rightly so; the author didn't finish his promising work until recently, when the updated file was uploaded. If you don't remember, it was one of the toughest mapmaking competitions ever. Although there were but a few entries, even today I can't decide which scenario I liked better - "Alexandra the Great" or "Draconic". Charles's map also had a great set up, fitted the theme of a female hero well, but the final result was disappointing. Nevertheless, I was sure it could be a runner up at least. So, when version 2.0 was finally available, I couldn't wait to see if Mr. Watkins kept his almost forgotten promise.

Eleanor starts in the town of Aquitaine where, after a fight with her dark side, she obtains a relic sword that she was supposed to take to Jerusalem. However, the quest is in danger when a sprite steals the artifact and takes it to another world... a world of magic.


The map introduces a number of unique features, such as a sprite running away with your key artifact

The first of three parts of the story plays like a great RPG. I dislike the genre because it often resembles watching a movie or a cartoon, with your finger on "play" and "pause" buttons. Although the very beginning is linear, I must admit I enjoyed it nonetheless. After you chase the sprite your party is transported... Ah, but no more spoilers. That is where one of the most beautiful (and probably the longest) introductions ends, and the singleplayer part begins. Lost in a completely new world, our heroine will make friends and allies, but also face dreadful enemies... in an attempt to solve several chained quests, in one way or another. Eventually, if she succeeds, the road to Jerusalem will be clear.

The good: First, let me tell you how much I loved the choice of main character. Heck, even my wife liked her enough to let me play the same map twice! If you read the author's comments, it's easy to understand what an extraordinary person Eleanor was. Such deep characters seem to be rare even in new RPGs, let alone your average Heroes map. In the middle section of the map, the story somewhat loses its initial focus, but the development of the main character is still vital for the gameplay. Thus the players have to do their best to stay "in character", taking care of not only the storyline, but also the purity of Eleanor's soul.

In spite of all, the game is not linear, or, in Charles's words, "the story unfolds according to the choices the player makes and how interactions with NPCs are handled".  

If you thought this was another storytelling scenario, think again. The balance is very good throughout the game and the wandering or guarding creatures are challenging enough (for a casual player, that is ).

Aside from an endless gallery of customized heroes, you will visit lots of unique locations, including mythical and historical cities as well. Thus the faerie world of "Lost Crusade" seems surprisingly real.

If you've met Charles Watkins at CH's Round Table, you know he is a knowledgeable scripter; in other words, you can expect oodles of neat events, unusual quest huts and wordy messages.

Finally, the combination of witty remarks and insightful notes worked out great.

The bad: As a fan, I beg mapmakers to enable great movement for story-based XL maps intended for singleplayer. I understand it was for the sake of the story, but the Nobility skill was useless. I wish I had Scouting and Pathfinding, thank you very much. Clicking "next turn" every ten seconds spoils the fun, don't you think? Especially if are leading a powerful but slow army of archers. An early access to movement artifacts would have been even better.

The other issue I didn't enjoy was the graphics. I have already praised the adventure map, but the landscape simply needed some polishing here and there. Certain areas are covered with trees only, others with different mountains (a sand dune amid rocky hills looks rather odd). In the land awkwardly called Chernobyl there are numerous terrain mutations; while I am aware that some players are fond of such bold concepts, this is not my cup of tea. The worst part is the city of Foss - barren lawns, an impractical bridge, slums (without trees, people or animals) that look more like concentration camps. The Heroes 4 editor is far more suitable for creating towns and villages, but the mapmaker failed to use its fool potential. Strangely, if I remember well, it was Watkins who showed us what can be done with Heroes 3 editor in his "Kid Heretic"... Finally, the elevation tool is used where it shouldn't have been (water) but not where it should have been (fields).

Bugs: When you play a long scenario with lots of scripts, you must expect things like heroes who do or say things while they are dead , text messages that keep repeating ("Celeste takes her Summoning Staff out of hiding" almost every day, and ends with dozens of them!) etc. I suggest the players carefully read the author's instructions in the text messages. Finally, load autosave if something strange happens.

Bottom line: This is one of the best RPG maps made for Heroes 4, but only the most patient players will be awarded.

Mark: With Heroes 5 looming, I looked back to all those years and all those maps on the net... and I realized just how few scenarios got the credit they deserved. OK, so this is not a perfect map in many ways, so what? Compared to the mediocrity of countless works out there, this is a piece of art. So, cheers to you, too, Charles!

EXCELLENT

~Edit: Bonus applied for continuous effort to bring fresh life to Heroes IV forum~
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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted June 21, 2007 01:47 PM

speaking of watkins,I've played 2 of his maps-Grandmaster and Kid Heretic and there are some really wierd things:
1.The Market of Time-What is it supposed to do? It isn't in the map editor as a building or anything.
2.Strange Artifacts-In Kid Heretic there is a reaaally strange artifact called the Ironfist of the Ogre.It doesn't fo anything and it's not in the map editor as an artifact either.SORRY ABOUT OFF-TOPIC posting but I was really curios!!!

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 21, 2007 03:54 PM

Quote:
speaking of watkins,I've played 2 of his maps-Grandmaster and Kid Heretic and there are some really wierd things:
1.The Market of Time-What is it supposed to do? It isn't in the map editor as a building or anything.
2.Strange Artifacts-In Kid Heretic there is a reaaally strange artifact called the Ironfist of the Ogre.It doesn't fo anything and it's not in the map editor as an artifact either.SORRY ABOUT OFF-TOPIC posting but I was really curios!!!
You could have gotten your answers in the Library, but anyway:

1. Indeed, the market of Time has no function. It was placed by mistake on one of the maps (Titan's Winter?) in the early version of RoE. Sometimes mapmakers use it as an "easter egg"; as far as I remember, Charles put Magic Plains under it so that your hero seems to be able to cast Fly at Expert level when he visits the object. I might have mixed up two different scenarios though.

The Market was later reintroduced in WoG: a hero can "forget" one of his useless skills for a fee.

2. Similarly, there were several artifacts without properties...

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted June 21, 2007 05:11 PM

Quote:
Quote:
speaking of watkins,I've played 2 of his maps-Grandmaster and Kid Heretic and there are some really wierd things:
1.The Market of Time-What is it supposed to do? It isn't in the map editor as a building or anything.
2.Strange Artifacts-In Kid Heretic there is a reaaally strange artifact called the Ironfist of the Ogre.It doesn't fo anything and it's not in the map editor as an artifact either.SORRY ABOUT OFF-TOPIC posting but I was really curios!!!
You could have gotten your answers in the Library, but anyway:

1. Indeed, the market of Time has no function. It was placed by mistake on one of the maps (Titan's Winter?) in the early version of RoE. Sometimes mapmakers use it as an "easter egg"; as far as I remember, Charles put Magic Plains under it so that your hero seems to be able to cast Fly at Expert level when he visits the object. I might have mixed up two different scenarios though.

The Market was later reintroduced in WoG: a hero can "forget" one of his useless skills for a fee.

2. Similarly, there were several artifacts without properties...

Thank you very much.That Watkins is a clever one.I've played his maps: Grandmaster and Kid Heretic so maaaany times.I just can't get tired of them.But now that heroes.mycomport.com is gone I don't know where could I get more maps[SORRY FOR MORE OFF-TOPIC]

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Ra2
Ra2


Adventuring Hero
The good doctor
posted June 29, 2007 07:53 PM

I've enjoyed the Lost Crusade map very much. brilliant map. I liked the story and the way the map was scripted... one of the best map I've ever played.
great heroes, great story, interesting events and quests... some religious aspects a bit hard to digest but hey! it's Heroes, you don't have to believe it to enjoy it. the fighting is not hard even at expert difficulty but the story is excellent and well worth the effort of exploring all corners of the map. well done Mr. Watkins!

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ByteBandit
ByteBandit


Promising
Famous Hero
Soul Merchant
posted October 22, 2007 01:00 AM

A friend of mine gave me HoMM4, standard, because he did'nt like it or play it anymore. I got all the patches and DLed Equilibrus for the standard, and the first map I played was "Big Wars." I really enjoyed this map more than all the other maps that are considered to be so good. It was also the first map I won with H4. So it's rather special for me. I highly recommend it to everyone.
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Laelth
Laelth


Famous Hero
Laelth rhymes with stealth.
posted December 23, 2008 03:42 AM

:)

OK, so this comment is three years late, but thanks for the kind words about ZmineZ.  Honestly, I think "Bankruptcy" (which relies on the same kind of code) is better, but nobody ever played it.

Hope you're all enjoying H5.  I still haven't bought it.

Regards,

-Laelth
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Alan P. Taylor, Attorney at Law, LLC

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