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Qurqirish Dragon's Mapmaking Tips etc
This page contains some of the accumulated wisdom from Qurqirish Dragon's 280+ user-map reviews. When you've played that many maps, and made a few in your own right, you do pick up a fair bit about mapmaking and playing the game!
DragonSister@heroes.mycomport.com

Intro to the tips pages...
First, I'd like to thank Rachel for all the work done in getting my tips put up here. I did not realize until looking here how much I had written. All the notices here are modified- and generally expanded- forms of the "below the bottom" segment that appears in many of my user-map reviews. If you want to know more about my map reviewing style, go here.

They include many tips for making a map more enjoyable. Many tips are basic, some not-so-basic.

I encourage anyone who wants to make a map- whether you are new to it, or a master map designer- to read through these tips to see if any of them can help you. Although some true masters of design may not need the more basic tips, I think that even they might find an interesting aspect of the game mentioned.

---Matthew, the Qurqirish Dragon

An Image
Use the "copy tool" carefully.
The editor for Heroes 3 allows you to copy a map object. It is very tempting, especially for a beginning map designer, to fill in areas with repeated objects.

Sometimes this can work, but not in all cases. For example, duplicating an event that includes an ambush. The problem is that without any variety in ambush events, the battles become more monotonous than interesting. Copying objects is usually better done when you want to balance a map, and so want each castle to have the same spell restrictions, or starting buildings. Triggered events, in my opinion, should be more varied. You can use a template to copy, but at least vary the attached text, if not the game-influencing portion of the events.

In the particular case of ambushes, remember that after the first one or two, the hero will probably be much stronger- especially in the early game when levels are close together. Thus the later ambushes become simple, and so are annoying to the player.


Some nice touches for a map
A careful use of map objects can enhance a map. The map The Thief in "Treasure Hunt" utilizes a few of these. First is the lava ocean style that has been seen in a few other maps. This is a trick of placing passable terrain objects on top of ocean spaces. This makes it look like you are sailing on a sea of lava, fire, clouds, or whatever other terrain objects you use. The special terrain overlays available in Shadow of Death give you several options in addition to the lava and seaweed of the original release.

It also uses the "unreachable necropolis with cover of darkness trick" to keep several areas in shroud. You need to be certain when using this trick that there really is a need for it, as a recurring shroud is often more annoying than anything else. Also, the AI seems to often have trouble remembering things inside a reshrouded area.

Finally, an apparent trap in the map (an area of cursed ground that can't be left without magic) has a cleverly hidden way out. You should download the map and try it out before looking in the editor to see how the trap was made. The link above is to the map file at the Astral Wizard website.

These features, the last one even more so, since I hadn't seen it before, are nice touches that any designer should at least look at. I see a few possibilities to enhance them further, but that is another story...


The dangers of free map-site dwellings.
One thing that can speed up a map in the early game is giving free creatures or dwellings to a player. With more creatures, you can handle larger battles, and explore more quickly. The problem comes in balancing multiple human-playable positions. One would think giving the same bonus to each player (say, a couple level 6 creature dwellings on the map, matched to the town type) is a simple way to achieve this. Unfortunately, it is not that simple.

Even though to a casual observer it would appear that giving each player 2 level 6 dwellings is balanced, the town strengths change this. First and foremost, remember that the Dungeon has that portal of summoning. If a player has only one type of dwelling flagged, the portal will ALWAYS produce that kind of troop. Until other areas are invaded (and even then, only if the dwellings there are captured), the dungeon player will get an extra 2 manticores per week in every town that has a portal built - a great advantage in the early game. Also, if you provide stables on the map, remember that they provide free upgrades to the Castle's level 6 troop (cavaliers become champions). The other towns have no equivelent bonus.

Second, different factions have advantages at different levels - although it is hard to reach a consensus on this. A few of the more important considerations are: At level 2, the slow walkers (dwarves, walking dead) are generally not worth the cost in speed, and should be noted as such in balancing. At level 3, elves and serpent flies are core units for their towns, particularly if they are close to town, and so can be upgraded. Level 4 poses the first really important consideration: Vampires. Except against the Conflux, vampire lords can dominate almost any other stack once they get to around 50 or so (particularly if the hero has counterstrike). Providing the necromancer with increased vampire growth is a tremendous benefit - 13 vampires per week (4 from the dwelling, 9 from the town - assuming a castle is built) means that the critical stack size can be achieved in one month. Level 5 isn't too bad, as most towns have good troops here. The lone necropolis shooter is here, as is the formidable mighty gorgon. In my opinion, only the Conflux really lacks at this level.

Finally, use level 7 dwellings VERY sparingly in general. There are two major notes here that are worth mentioning: first, the Tower absolutely LOVES level 7 dwellings - defeating 3 giants is very easy, and it increases titan growth. The only faction happier than Tower to see a level 7 dwelling is the Conflux - since the dwelling produces 2 firebirds each week (as opposed to only 1 level 7 from all other dwellings), it is a great improvement- especially since a firebird is NOT the weakest level 7.

If you are not playing with random towns, balancing free creatures is a bit easier. You can prohibit the portal of summoning from being built. You can decide to give a Rampart two centaur dwellings instead of dwarves. You can add extra guards in front of the vampire dwelling- so it is no longer a free dwelling. Remember that dwellings for creatures level 5 and up come with guardians- but after a few weeks, these guards are generally negligable- the experience is not even worth the time spent fighting them. If you DO have random towns, then there is little you can do, so try to stick to creature levels that are not too unbalanced, provide multiple levels of dwellings, or do not guarantee the dwellings to match their towns. Note in the last case that a necropolis will be at a disadvantage, as the recuited creatures (unless they are minotaurs) will always have negative morale, due to the undead. The one position that gets a matching dwelling will have a big advantage, so you need to be even more careful in using this last option.


Make introductions!
Although you might think that in creating a battlemap (for those who don't use the term the same way I do, a 'battlemap' is a map that is designed for battles, usually multiplayer, and generally has very little storyline) an introductory event on day 1 is superfluous, it is a very important item to include.

Even if the scenario description is informative, many times it is easily overlooked - especially in network multiplayer, where the chat area covers the description.
An introduction sets the stage - even if it only explains why there is a battle going on - and so it can greatly improve a map. Contrariwise, if a day-1 event is missing, it detracts from the ability of a map to ensnare the player-even if there are later timed events. Even the best laid plotlines have a hard time making up for that deficit.


Remember the secondary needs of towns!
When people make resource-poor maps, they often provide each town with only three mines: Wood, Ore, and their level 7 requirement. With many of these, I agree with the choice- crystal for Stronghold, gems for Castle, sulfur for Fortress, and mercury for Necropolis.
However, I disagree with the others - crystal for Rampart, mercury for Inferno, gems for Tower, and sulfur for Dungeon. Why? glad you asked.

Towns that produce their main requirement in a resource silo do not need their own mine, if they are not going to get a full set. Towns that produce wood and ore need the resource of the upgraded level 7. For the latter set, my list above says what they need. The other towns need their SECOND priority - rampart needs gems (for unicorns), tower needs crystal (for genies), dungeon needs mercury (for many upgrades), inferno needs sulfur (again, for upgrades). Note the pairings here - in cooperative play, the good factions support each-other, as do the evil factions. The Conflux, however has very minimal requirements beyond the mercury, and so this one probably does benefit most from a matching mine - although it can be argued that gems are more important. Also note that the other resources are needed to a lesser extent also (for example, gems for the labyrinth), but I do not think they are as important as the ones listed.

Obviously, any player would like a full set of mines (those mage guilds need a lot of resources), but if I find that I am missing one mine, I would much prefer it to be of the type that my resource silo can make, since then I only need a few ore and cash to start that production going.
Just as obviously, if there are lots of loose, not random resource piles, or if structures are built for you, then things need to be re-evaluated for resource importance.


The dangers of free map-site dwellings- part 2
In part 1, I discussed the problems of giving a particular dwelling to each side, citing imbalances within each level of troop.

For variety, often random dwellings are used instead.
Random dwellings, especially when set to match particular towns, can create many problems when balancing a map. There are three cases to consider: fixed troop alignment, fixed level, and totally random.

If you set a fixed alignment, and allow the level to vary, you run the risk of one player getting a great dwelling- say a level 7- while the opponent gets a level 1 dwelling. Of course, if you limit it to one level you end up in the same situation as I discussed previously. It can usually be left to vary over a few levels (more level if lower powered) For instance, a dwelling of between levels 1 and 4 will give most factions a very desireable dwelling, a couple moderate ones, and one bad one in the potential choices. At higher levels, you most likely will want a small range (say, level 6 or 7). Be certain to consider the factions playing as well.

For a fixed level, then any position that is lucky enough to get a matching dwelling wil be happy. A possibility you may want to consider is to fix the player positions, and require the dwelling to be of a different alignment. Then, even if a good creature appears, it will cause a morale penalty.

In the completely random case, you have both considerations to worry about, but you can consider each separately without too much difficulty.
In any case, the further from the home castles that you place the dwellings, the more freedom you have with letting it vary more, as balance issues are generally much more important in the early game. If the dwellings are 5 weeks away, then chances are the map allows faster creature growth through other towns or conquest than through finding the dwellings.


How to implement hero ambushes
Ambushes can be fun to use, and often make for an interesting addition. However, if you want the ambush to include an enemy hero (so the forces can move), you need to take certain additional factors into account. Note that a hero ambush must include a way to restrict the hero's movement- either by adding in a patrol radius, or physical barriers (say an island, with no boats)

First is the possibility of being ambushed by a patrolling enemy hero without warning. If the ambushing hero has a weak or moderate force, then there is no problem. Remember to guage the distance into the map when assessing likely hero strengths. If the ambush has too strong a force, especially in a later game position (say, at a point roughly 2 months in, you place a patrolling hero with 200 black dragons), the player may very well get annoyed or frustrated at having to back up weeks of game time, or even restarting.

There are three ways this could be remedied. First, the limits of the patrol area could be clearly marked, though this may hinder the storyline and may not be desired. A trivial example of this is placing signposts at the edge of the patrol distance. Something more likely to fit into your storyline would be a placed event, giving you the warning.
Second, a redwood observatory could be placed in such a location as to reveal the enemy hero without revealing unwanted map sections. This might take a little work to place properly, but would work.
Third, when nearing the patrol area, a well positioned hut/eye of the magi can serve the same purpose as the observatory. This is the easiest to control, but if you need the hut of the magi elsewhere, the option is not available.

The need to take care is enhanced if there is a time limit or a "lose hero" loss condition. Remember when playtesting a map that the typical player will not have the knowledge of the ambush's location- or even that there may be one at all. You don't need to make things easy or obvious, but you should try to make it fair.


A note on powerful spells...
Most map designers are aware of the "big three" spells that are often restricted in maps- Town Portal, DImension Door, and Fly. Most of them are also aware of the "little two" that are also problematic at times: Summon Boat and Water Walk. (some of these are addressed in other messages here) However, there are a couple other spells that need to be remembered in certain circumstances.

First, is counterstrike, in conjunction with a necropolis player.
Once the skeleton stack gets large (as often happens), counterstrike becomes a very useful spell - especially against the AI. By walking skeletons to just outside a castle gate (to lure out monsters hiding inside), they are able to kill 4 stacks of enemy troops in one round of battle! If you have animate dead, this becomes even easier.
The larger problem is Vampire Lords. If you have a decent size stack of them, they will drain life from all those extra attacks, keeping their numbers at full strength.
Remember that expert counterstrike affects all of your stacks- and air magic is not a skill that most players would avoid (I seldom turn it down).
The reason I point this out is because necropolis/ counterstrike can eality make your well-planned major battle a simple matter. In most cases this won't occur, but it is good to note it.

Next is View Earth in a maze-map.
Most players don't care much for large, pointless mazes. However, a well-designed maze can be a lot of fun. Often the challenge in this kind of map is finding your way through before some major problem occurs. The question becomes moot if the player can view the whole map. One way to fix this problem is to make the passages twisted (and thus hard to follow on the map), but this increases the "annoyance" factor a lot. Restricting the spell (or, the earth magic skill- which also reduces the town portal problem) is a much easier thing to do.

I'm not saying that these spells should be removed- only that you whould be aware of the potential problems. In the first case, unless there is a pre-placed necropolis, you probably won't need to worry- the other towns don't have the recovery ability for too many problems- attrition still works nicely. In the latter case, it depends on how important the maze concept is to the map. Some maps are nothing BUT a large maze- and so the spell is a disaster, if the player thinks to use it. There are unorthodox ways to make a maze as well, but that is a subject for a different note.


Watch out for alternative ways to get spells!
Most people know how to restrict spells from appearing- there is a spells tab in the map description and in towns. Spell shrines can have spells set on them. Further, they know to disallow the tomes of magic from appearing randomly. But there are a few other things that need to be watched out for.

First, in earlier versions of the game, there wasn't any way to restrict spells, artifacts, or heroes. You have several options to handle each of these.
For spells, you need to edit every town, and deactivate it. Then you need to go to spell shrines, and set them properly. Third, you need to remove pyramids from the map. There is no way to set their spells, and Dimension Door and Fly are both possible rewards. Next, you need to make certain you have no random scholars on the map. Finally, you need to isolate artifacts that can give your restricted spell in a secluded area that cannot be accessed, as well as heroes that start with them. This leads to the "prevent artifact note":
The random artifact generator won't give out artifacts a second time, until all of them are out there once. Try to keep the number of purely random artifacts low. Remember that in Shadow of death, some combination artifacts have components that can cast spells (such as the admiral's hat). A second method is to make the artifact the goal of a seer quest, and again lock the artifact away. If you have several such artifacts, set them in an event or pandora's box to conserve speace.
For heroes, place them in a jail somewhere. It isn't pretty, but it works.

Now, with that taken care of- and in later versions of the game, there are global settings in the editor for this- there are still a few things that are often overlooked- in particular with the summon boat spell.
Water barriers are a nice way to block travel- unfortunately there are ways around that. To prevent water-walk, prohibit the spell and the boots of levitation and you are set. Summon boat is a bit more sneaky. The admiral's hat and sea-captain's hat both allow boat summoning. Remember that at advanced water magic you can summon a boat, even if there aren't any on the map! Less well known are the heroes that start with this spell in their spellboks. You need to either restrict those heroes, or modify their starting spells. Again, early versions won't alow the latter option.


Take care with random artifacts..
One problem that occurs all too frequently is the use of ARTs and ART4s in the editor. If you are going to use them, then you should take extreme care.

If you have an editor that lets you prohibit artifacts from appearing, then that is the easiest thing to do. Here is a partial list of artifacts that you should prohibit from random appearance:
Combo artifacts:Angelic Alliance, Cloak of the Undead King, Elixir of Life, Armor of the Damned, Statue of Legion, Power of the Dragon Father, Titan's Thunder, Bow of the Sharpshooter, Wizard's Well, Cornucopia. The others are not generally unbalancing.
Assembly prevention- These artifacts may not be level 4, but you need to stop people from assembling combo artifacts by accident: Helm of Heavenly Enlightenment, any one of the necromancy boosting artifacts, any of the health-booting artifacts, any of the damned artifacts, Head of Legion, any of the dragon artifacts (I suggest the +1 morale/luck ring), any of the titan artifacts, any of the archery artifacts, any of the mana artifacts, any of the rare resource artifacts.
Other: Sword of Judgement, Lion's shield of Courage, Golden Bow, all rare-resource artifacts, all tomes of magic, Angel Wings, Boots of levitation, Armageddon's Blade. These artifacts can throw off balance too much- especially the ones that give 16+ statistic points. Yes, this severely limits the number of relic-class artifacts available, but most of them are overpowered for a random reward.

If you don't have the SoD expansion, then you cannot stop the combination artifacts from appearing- they are not even in the editor to be prevented. You then have two choices: either don't place any ARTs or ART4s on the map, or give a warning to players about them. In either case, you can prevent the assembly of a combination artifact, or any RoE artifact, by making it the goal of a seer quest. If you don't want the map validator to complain, place a pair of inaccessible pandora's box on the map next to each-other, and put the target artifacts inside. Use two so you don't get the error "the pandora's box at (x,y,z) is inaccessible".

This does take a bit of work, but I have played many maps that were ruined by the appearance of overpowered artifacts. This extra effort should be worth it. And remember, you can always place the artifacts on the map- at least then you have control of where they appear.


Use the map validator- but use it wisely
One often overlooked feature in the editor is the map validator. It is a very useful tool to check for problems. However, it can be fooled, and it may report a problem that is deliberate.

First, it will tell you that the goal of a seer quest is not on the map. There are a few cases where it will not realize you have done so. One: it will not recognize the presence of all parts of a combination artifact. You will have to check manually that all the parts are there. It also may not realize an artifact is within an event. Note that the "find object" feature will not locate things inside an event, pandora's box, as a reward from a quest, or other similar thing. If you plan on using seer quests with combination artifacts, you are well advised to keep track of where the parts are.
Second, it marks as inaccessible any object that has no passable space adjacent to it. Use the passability feature to check this. If you want to make something inaccessible, it will report it a an error. You can either ignore it, or make a space next to the trigger square. remember that if you provide an empty space, a player can fly or dimension-door to that spot. Fill it with a resource pile to prevent that, or stick it out of viewing range in the underground.

Most of the validator's errors can be safely ignored- but you should check the map within the game itself, as the map description may be replaced with a message saying it is unplayable. I advise, when possible, to use the above tricks to keep the editor happy.


Resource drains, and how to implement them.
In many maps, it is desirable (whether for balance or story reasons) to have a day 1 event drain some or all of a player's starting resources. You need to be aware of a few things if you are going to do this.

Remember that a player can get resources as a starting bonus. If you want to drain all resources, you should remove more than just the amount you start with on 'easy.'. I usually just put a bunch of 9's in the fields (lose 99999 gold, 99 of each resource) It's easier than remembering how much of each resource you get at easy (although if you use drains often, you'll remember the number.
If you want to set a specific amount of each resource, drain everything, and then give some back. If you can make a reasonable reason for it, story-wise, so much the better. For example, event 1: Thieves break into your storehouse, taking all your wealth. Event 2: Fortunately, they missed your hidden stores.

In the RoE release, resource events didn't apply to the AI. This was fixed in patches, but some clever ways around it were found. The nicest way I saw was placing a pandora's box in the way of the AI, and put the drain inside, with no guards. It worked out nicely.


Pandora's box notes
It is important to be aware that an event attached to a Pandora's Box occurs before you get the choice to open or not. What this means is that if you want a message to say something like "As you open the box, fifty azure dragons attack!", remember that the player can then avoid the battle. Asa result, you cannot make an ambush with an attached event be part of a Pandoras Box. If you want the ambush to occur, you need to make it a placed event on the only route to the box, or simply remove all reference to the ambushers from the event. Neither one is an ideal solution, but that is what you have to work with.
Don't forget the icing on the cake
I have played many maps that were very good, but just lacked that little something extra to make it a great one. What follows are some nice ways to improve maps:
  • Decorations are often very tedious to add in- particularly in a large or huge map. The obstacle painting tool added in the later editors helps quite a bit here. Don't be afraid to place objects on a different terrain than the editor's categories state. Some mixtures look good.
  • Blend terrains- don't have a line of one terrain against another, but rather put small splotches of of each one either side of the border. As with the previous point, sometimes an object from the decorations does well.
  • I cannot stress this enough- and I have mentioned it elsewhere- make a day-1 event to describe how the situation arrived. Even on a battlemap.
  • Customize hero names and histories. If any heroes are pre-placed on the map, then this adds a lot of flavor. Some craftier map designers may even put hints in there. If you are really ambitious, modify the histories of heroes in the hero pool also (although I would not expect that to be done)
  • In a story map, the longer the story continues, the better. If you expect the typical player to finish the map in 3 months, then your story should take between 9 and 11 weeks to tell- assuming you are using mostly timed events. Have unimportant story events continue for at least a few weeks beyond the "expected" end.
  • Story fragments are often better if they are included as site events, as you don't have to worry about the speed of the player to time them properly. Just be certain the AI cannot trigger pure story events.
  • Remember that events can be attached to any artifact, resource, or monster stack as well as towns, sites and the calendar.

Of course, there are plenty of other ways to add flavor and a sense of your style to the map, but these are good places to start.


The dangers of free map-site dwellings- part 3
Previously, I commented on the problems of free external dwellings as they affect the towns. This installment looks at the reverse problem.
There is often a desire by a mapmaker to give a free dwelling within a town. If this is a low-level dwelling (say, level 4 or lower), this usually only speeds up the build order by a few turns. However, if you give a high-level dwelling, this will often negate the need for the lower builds. For example, giving a free Unicorn Glade in a Rampart will allow a player to ignore building the Dendroid Arches until he is ready for dragons. Many players do not purchse dendroids except for defense, due to their slow speed, and the 2500 gold may be better invested in a Treasury. As another example, giving a Conflux a free Pyre will allow the player to concentrate on upgrading the pixies, air, and water elementals, ignoring the fire and earth elementals until psychic elementals or phoenix are desired.

This problem is further compounded by external dwellings. Placing, for example, a level 7 dwelling near a starting town makes a tempting early conquest- but will likely involve very heavy losses if approached early. If a high-level dwelling is provided for free, however, then simply building a castle will give you the force you need to capture it. If the free dwelling happened to be a level 7 in the matching town, however, the player will have by day 8 a weekly production of 4 level 7 creatures (7 if they are pyres).

As if this weren't enough, this problem worsens even more if the map is intended for play at a high difficulty setting. At impossible, since the player gets no starting resources, a free high-level dwelling compensates for a lot of the difficulty that impossible creates. To a lesser extent, this can be said of expert and hard settings. For normal and easy, there are generally enough resources (both starting and lying around) that it will be only a couple days speed up if something is free.

In conclusion, take care if you give both free dwellings and external sites. They can easily ruin the challenge in a map.


DO you know who is getting your events?
Anyone who has placed timed and site events knows that you can, and often should, specificy which players should or should not get the event. You can choose by player position (Player 1=Red,...,Player 8=Pink), and / or by type of player (AI or Human).
It is very important- probably more so than in other types of events- to make TOWN events player dependent. For example, in some maps you find that there are timed events attached to towns that give a player extra troops, resources, dwellings- whatever- from an external benefactor (or resources stolen by an enemy faction). I have seen this done many times when the player is one of the king's generals. The problem is when you take over another town. If I, playing red, capture blue's starting town, why should the blue benefactor give me blue's bonuses? Similarly, why should I lose resources when the thieves are from my own faction?
So, in short, be certain that any event that you place makes sense for all the players who can get it- even ones in towns.

Special victory conditions should BE special.
All map designers, sooner or later, will make a map that has other than standard victory conditions. You need to be certain of a few things.

You need to decide if you want the player to win by the special victory or standard win. In either case, you should not make either victory much easier than the other. If the player realizes that standard victory is going to be easy, then he may very well ignore the special victory (unless, of course, standard victory is impossible or disallowed). Too often I have played a map that goes the other way, however.
Since usually when you have a special win condition it is desired that the player wins that way, a map designer will make the special victory too easy. This is not always deliberate either. FOr example, a defeat hero or capture town victory can become very easy if the target town or hero can meet up with another hero. If the target is not as strategically important as the secondary hero, troops may be traded away or pulled out of the town garrison. If fly or dimension door is available, then the player can easily pull a sneak-attack on the poorly defended location. It is best, in this case, to disable the spells, and place quest guards, border guards, and border gates around to force the player to approach the target last (out of the towns and heroes of the color to which the target belongs.)
Next, there should be reasons for the special victory. Especially in the case of a story map. It can be as simple as "The old man of the mountain will give great wealth to whoever brings him the pendant of death," or some elaborate story that slowly unfolds throughout the map. Either way, motivation is more important in a map with a special vistory than in a normal map (and even then, as you know and I have repeatedly mentioned, it is important to give some motivation).


Don't let events run out before your time limit!
Time limits are very useful when making a storyline for a map. But they also add an extra requirement- you cannot let the timed events stop.
For example, take a map with a good storyline that runs for 100 days, but has a six-month time limit. After day 100, the events are over (except for, possibly, repeating events). But the map can potentially run until the end of the six months (day 168) if the player is a little slower then you planned. If you have events running for a long time on a map with a time limit, it is reasonable for the player to assume that you stopped with new events once the point at which you expect him or her to win- or at least be in the cleanup phase- has been reached.
Even if you do not have real deep story elements to add in- if you put a lot of events early on, you may suffer from some kind of burn-out or writer's block- messages that get increasingly urgent as the time limit gets close should be included; even if they are only of this sort:
Your advisors run in, frantically yelling 'We only have two weeks left!!!'

Just because you CAN do it...
...doesn't mean that you SHOULD.

Why do I say this? Because even though it is an obvious statement, it is very easy to say to yourself Hmmm... I never noticed that object before. Why not try it out?

Although you are most unlikely to find something like this in Heroes 2 or 3, since everyone knows about most of the features, there are several places where this trap can appear.

  1. When a new game is released.
  2. When a new expansion is released.
  3. When a modifation comes out.

When a new game (say HoMM4) is released, many people, after playing a couple scenarios, will want to see what the new editor can do. This is good for personal use, but will likely make a poor map. You rarely want to throw anything in that doesn't have a specific purpose. How much worse it is if you throw in EVERYTHING!
More dangerous is the new expansion. For example, when Shadow of Death was released, I created a map containing almost everything from both the RoE release, and the AB and SoD expansions. Now, the purpose of this map was to be a replacement tutorial for the one that comes with the game, so it worked out well. However, if I billed the map as anything OTHER than a tutorial, it would have been a very bad map, at least in my opinion. As a tutorial, however, I think it does very well. If you want to check it out, use this link.
Finally, when a modification comes out, such as In the Wake of Gods, so much power is added into the editor that it is VERY easy to overdo things. While playing some of the early maps people have made for this expansion, I came into just this problem. There was so much stuff in there, that the maps became overwhelming.

That is the moral of this post: You can have a lot of fun throwing in new gizmos to a map, but if they don't flow together well enough, it will be noticeable to the casual player. As always, a well thought-out plan for placing objects (and scripts for WoG and Heroes4) is essential to producing a good map.


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