With Star Dimension X I wanted to experiment with HOMM III -tile-set and "textures", but yet keep consistency with what ever style I chose, for the whole map. I usually do quite "realistically" looking maps for HOMM III that don't look too out-of-place or over-the-top with weird tile-set-combinations. They may reach their allies quicker by a specific teleport, but on their case it's hard-to-reach behind several high level monsters and garrisons.ĭeveloper's words: Fifth of the maps created (in order chronological order).
The scenario is similar to Inferno and Fortress players, that they have no direct access to their ally, at all. However, Dungeon players routes to teleports between them have been also blocked (Border Guard), and can be unlocked on the later stage of the scenario. Dungeon players start geographically next to each others, from northernmost end of South layer and southernmost end of North layer (they have a river between them, and teleportation devices take over the river). It can be unlocked only on the later half of the game, though. I think that geographically thinking this map is rather interesting: The allied Rampart players start from the very opposite edges of the map (southernmost edge of South layer and northernmost end of North layer), but they have a teleport which can provide a very fast transport over the whole middle-area. Inferno and Fortress players have faster access to the best rewards and items, though, if they play smartly. Each Inferno and Fortress player starts with only one town, while Dungeon and Rampart start with two (but the other lacks a fort). One player of the team always plays with might heroes only, while the other plays with magic heroes. There's two players for each available race, so each team has two players of the same race. The balance of the map also varies depending of the player. Expect no major game-breaking flaws! Any maps that I make in the future will be updated to this post (no promises made, though!). The maps have been play-tested through and through several times, and are all playable (AI has some minor issues on few maps, and I'll have to apologize for my imperfect English).
The maps are way better balanced and more stylish than random generated maps, but provide the same quick-to-play experience! These maps have been made for Shadow Of Death -version of the game, which should mean they don't work with the new "Heroes 3 HD Edition". The maps are not probably very challenging for a hardened HOMM III veterans, who expect tight puzzles and something beyond "regular gameplay" of HOMM III but I warmly recommend anyone who wants a few new straight-forward XL maps for his/hers HOMM III map-collection to give them a try for the fun. These have been made since the year 2011- for my own fun and kicks and purely as a hobby, for I am big HOMM II and III enthusiast, During the years I grew frustrated that there were so few XL-size maps for HOMM III which were well balanced, straight-to-the-point, without too much focus on overly extensive story-line (maps like this have their place, too, but the selection on good straight-forward XL maps hasn't been very good).
I've finally decided to push these couple of my self-made maps out for everyone to play.