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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Crimson and Clover - Heroes 4 style!
Thread: Crimson and Clover - Heroes 4 style!
Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted April 14, 2002 03:52 AM
Edited By: Camelnor on 14 Apr 2002

Crimson and Clover - Heroes 4 style!

Hey guys, I re-made the Heroes 3 CD map of "Crimson and Clover" for Heroes 4!

http://homm.strategy-gaming.com/maps/crimson_and_clover.h4c

Feel free to criticize the map and submit any bugs it might have to eaab@hiwaay.net.

Enjoy!
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Icon


Adventuring Hero
Tower Loving Criminal
posted April 14, 2002 07:50 AM

The link dosnt work for me

Please send it to promorte@hotmail.com

Thx
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Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted April 14, 2002 08:16 AM

Link works now guys
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nernug
nernug


Adventuring Hero
posted April 14, 2002 10:45 AM

lol!
I was making "crimson and clover" too and I had almost finished it! I guess I'll turn it into a remix now.

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted April 14, 2002 11:15 AM

Stated playing it as Red, didn't finish though.

I have some things to say:

*Blue's Gem Mine is unaccessible

*The Major arts defenders should be stronger, so you should either make higher PEON limits, or  make them level 3.

*Just a suggestion to implement some more leveling.

It's similarity to H3's CC is, maybe, too overrated, you should change things, maybe even add some scripting.
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I'm always happy to help.. unless I'm helping myself.

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darkspirit
darkspirit


Famous Hero
aka Zutus
posted April 14, 2002 01:54 PM

the map looks great to me, but since there's an elevation tool in homm4, why not make use of it?
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Young moles appear to be in full dispersal which means there are more moles per acre than at any other time of the year

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Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted April 14, 2002 08:59 PM

"Stated playing it as Red, didn't finish though.

I have some things to say:

*Blue's Gem Mine is unaccessible

*Just a suggestion to implement some more leveling.

It's similarity to H3's CC is, maybe, too overrated, you should change things, maybe even add some scripting.
"

I updated about 6 bugs that have been found by various people, including the gem mine bug.

Just re-download it if you want the updated version
http://homm.strategy-gaming.com/maps/crimson_and_clover.h4c

"*The Major arts defenders should be stronger, so you should either make higher PEON limits, or make them level 3. "

Well, that was the whole fun of it in Heroes 3... you had islands with gold mines and random relics on them guarded only by a random L4... so the best parallel into h4 is defintely random L2, as the creature numbers are higher when placed next to something good like a random major arty... (I didnt do relics, because there is no "random relic" option, so the islands would have the same relics every time , and major artys are pretty damn strong)

"the map looks great to me, but since there's an elevation tool in homm4, why not make use of it?

Actually, underground where there are a few sand dunes, I did use it

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Cat
Cat


Honorable
Supreme Hero
Gonna Get Dirrty...
posted April 15, 2002 10:12 AM

I like the map, but I am not sure there is enough possible experiance available on it...
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Diwethaf Gloau Sylw y Gymreag

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Slava14
Slava14


Promising
Famous Hero
I am 16 now....
posted April 15, 2002 07:40 PM

Quote:
I like the map, but I am not sure there is enough possible experiance available on it...
Naah, there is enough Exp. At least for me
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I'm always happy to help.. unless I'm helping myself.

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Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted April 16, 2002 04:20 AM

Well, there's certainly not as much exp as on other H4 maps that came with the cd... those things are loaded.

But if you remember playing the h3 version, there was also little exp to be had on it too...

You should be able to get your hero to L6-L8 without TOO much trouble... there's two tree's of knowledge, bunch of treasure chests on the gold islands, creatures to fight... random altars instead of scholars now also, so you might get a totally weird skill for your hero type, which should provide with a different game each time
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UnkaHaakon
UnkaHaakon


Responsible
Famous Hero
happily tilting at windmills
posted April 16, 2002 09:21 AM

The only problem I had with it was I never really got around to exploring the underground ...Blue and green kept being a pain so I had to smash them, and by then, it was all over. As for hero levels, I finished with a Level 11 Ranger and a Level 11 Warlock. Had some nice fights ...including one where the scouting report was that I'd be handily defeated .... guess they didn't take Confusion and Terror (from 2 stacks of Nightmares ) into account.

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Helias_GR
Helias_GR


Hired Hero
posted April 16, 2002 09:32 AM

Quote:
The only problem I had with it was I never really got guess they didn't take Confusion and Terror (from 2 stacks of Nightmares ) into account.


Anyone cheating?
We have the brain dead AI...
Now we exploit the weakness of some godlike spells also?
....


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Helias_GR
"My opinions may have changed, but not the fact that I'm right."

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Krishhh
Krishhh


Adventuring Hero
still learning spells
posted April 16, 2002 01:46 PM

Visions really don`t take your spell in acaunt, I won a battle where I was supposed to be smashed.
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Promising student of magic.

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Camelnor
Camelnor


Famous Hero
Also known as Blue Camel
posted April 17, 2002 12:00 AM

Well Unka, the strategy in H3 (and it seems, in h4 also) on Crimson and Clover was to send your first week's main underground ASAP to get the gold mines and relics/major artifacts... that way, you are getting more money so you can afford stuff, and your main is stronger for going underground.  The design of the above ground made it possible to send your main away, yet still be able to defend your castle.
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