Heroes of Might and Magic: Olden Era

Heroes of Might and Magic: Olden Era

New Map Template
Triumvirate
3 player map based off the Crossroads template. Became a more convoluted and smaller version of Shamrock.

Features:
» Spawn has guaranteed mine (favored randomization toward gold), 3+ dwellings t1-5 (limit of 2 for t1/t2)
» Center route contains guaranteed two gold mines, remote stronghold, 1+ alternate faction dwelling
» Side zones have guaranteed stables, mana well, 2+ dwellings (cannot roll t1/t2), mine (crystal/mercury/gems), 1 zone has full defense city, other zone has up to t6 dwellings.
» Central treasure zones have 1 legendary, 1 epic, 1 mine (crystal/mercury/gems/gold)
» SuperTreasure zone (dead center) has 2 legendaries, 2 epics, Dragon Lich converter, 2 mines (crystal/mercury/gems/gold), Mirage, Full build city.
» Larger than normal weekly guard increments.

Installation:
Unzip the files into "Heroes of Might & Magic Olden Era Demo\HeroesOE_Data\StreamingAssets\map_templates"

The PNG gives a general layout of the map itself, though it's more circular, I just poorly edited Shamrock's png.

Looking for feedback!


Update 2 — November 26, 2025:
Changes
  • Roads are now more linear, less zig zags! Hopefully.
  • Majority of neutral troop disposition has been altered. It was previously too harsh against diplomacy, some neutrals may seem more friendly.
  • Main Spawns have less obstacles and a little more void for slightly more space
    1. Resource pickups are now a little more spread out, but also clustered and favor obstacles a little more. Minor exploration required for more resources!
    2. This spaces out some of the building placement and allows more room for smoother roads.
    3. Observatory now always spawns near central connector zone.
  • Both side zones have had alterations to guard values, they are somewhat more equal. Army side is still slightly stronger
  • Army side city has been changed back to default construction. To make up for this I have added an additional dwelling, and two biome specific unit banks.
    1. Removed most random resource structure spawns for this side.
    2. Additional resource pickups compared to siege side.
  • Siege Side now specializes in hero stat structures and weekly resource buildings!
  • Contested Side Treasure zones now have Abandoned Outposts, be the first to defeat the guards to create a city of your faction!

Overall, the map should play a lot better. I wasn't too happy with the feeling of the last iteration. Enjoy, and again feedback is always welcome.

Updated November 18, 2025:
-Changes-
» Map size increased to 144x144! «
-- Additionally, I have reduced the central treasure zone sizes slightly, while increasing the siege and army side zones.
» New map png that has the general look of how the map generates (upscaled minimap picture)
» More roads!
» Siege side zone no longer has guaranteed dwellings, but retains the mine, and has an additional common item. There is also a two guaranteed weekly resource objects (Village/Garden/Trophy/Windmill/Gingerbread).
---Due to the reduced value of the zone overall, I have reduced zone guard value.
» Army side no longer has the lumbermill, it instead has an ore mine. It also no longer has guaranteed secondary mine (crystal/mercury/gems), However, it does have a rare item instead of a common, and a guaranteed storage (crystal/mercury/gems).
---The value of the city is high, and with that I have increased the base guard value to the zone, but have also increased value to the zone itself.
» Added one alchemical dust storage to both the siege and army sides.
» The contested side treasure areas are now more distinct from the central treasure zones! They have guaranteed learning stones, and an additional mine, as well as two alternative faction hires. There is also two rares and an epic item guaranteed.
» The central treasures have been changed, the previous buildings like Dragon Utopias have been removed, they now contain more Pandora's Boxes.
» Added an additional Dragon Utopia, and some of the items are unguarded!



Hosted on gofile. [gofile.io]
Last edited by Wryneck; Nov 26 @ 1:47pm
< >
Showing 1-6 of 6 comments
Spectrum Nov 15 @ 1:53pm 
Hi, thanks for making the map, it was amazing!

I like more compact maps so this one was definitely up my alley. Most of the following might be just personal preferences so take them with a grain of salt.

It was well balanced imo, I especially liked that you can choose whether to grab a town at the side or go towards a middle and claim two gold mines for more income. I also appreciate stables in the side areas.

It might be interesting to consider opportunity of more strategic thinking when choosing which of the 3 neighboring areas is worth getting into. So far, there is an important choice of getting 2 gold mines or getting a city, which is great, but maybe the choice of getting the third city shouldn't be as clear-cut? Perhaps have one side-are with a city as it is now, and have another side-area with a city which is guarded by a stronger guard and have it feature more valueables than the first one? Or a better-developed town. Just throwing ideas.

The multitude of areas in the middle was a bit much for my taste; each of them is blocked by a strong guard so it's hard to break from one to the other, and it could be a bit confusing which path to take to get to the super loot area or to the opponents. Have you considered making just one big treasure area in the middle which can be accessed through the areas with goldmines?

Also the areas seems a liiiittle bit cluttered, but maybe it's just my personal taste.

You asked for feedback so there's some, but really, it's a fabulous map as is, def my top 3 in the demo (other modded maps included). I played two games on 150%, will try 200% tonight. Thanks!
Wryneck Nov 17 @ 8:20am 
Originally posted by Spectrum:
Hi, thanks for making the map, it was amazing!

I like more compact maps so this one was definitely up my alley. Most of the following might be just personal preferences so take them with a grain of salt.

It was well balanced imo, I especially liked that you can choose whether to grab a town at the side or go towards a middle and claim two gold mines for more income. I also appreciate stables in the side areas.

Glad you enjoyed it so far! I have actually made a lot of changes since I released this version. Though, I still have a few things to tweak.

Originally posted by Spectrum:
It might be interesting to consider opportunity of more strategic thinking when choosing which of the 3 neighboring areas is worth getting into. So far, there is an important choice of getting 2 gold mines or getting a city, which is great, but maybe the choice of getting the third city shouldn't be as clear-cut? Perhaps have one side-are with a city as it is now, and have another side-area with a city which is guarded by a stronger guard and have it feature more valueables than the first one? Or a better-developed town. Just throwing ideas.

Yeah, it's what I am aiming for. The two side cities are actually different. One has full walls, and the other has dwellings already built up to tier 6. So the choice is between increased growth of low tier units, or having high tier units potentially earlier to help break into more areas. Since the release of this, I've experimented with removing the side zone guards, and placing the value into the guards of the cities, basically extending the spawn zone. This has caused issues with the AI, as they will constantly throw themselves at the cities. I may re-add zone guards as an army check for AI specifically since that's the only opponents available for players. I will test out creating a separate mandatory object pool for one side and see what can lend itself to strategic diversity.

Originally posted by Spectrum:
The multitude of areas in the middle was a bit much for my taste; each of them is blocked by a strong guard so it's hard to break from one to the other, and it could be a bit confusing which path to take to get to the super loot area or to the opponents. Have you considered making just one big treasure area in the middle which can be accessed through the areas with goldmines?

Yeah, the middle is meant to be a slower experience to reach an opponent but the rewards are worth fighting for, as there are some unguarded items that are huge boosts, as well as the city in the center super treasure that is fully developed, including the relic building. I'll try limiting the biomes so sand only shows up for the SuperTreasure zone, that way it will be easier to tell if you're going toward a separate regular central treasure zone.

Originally posted by Spectrum:
Also the areas seems a liiiittle bit cluttered, but maybe it's just my personal taste.
I felt the same way, I increased the map size from 128x128 to 144x144 just to give the generation a little breathing room. And after your feedback, I decided to reduce overall values generated by 25% but changed the content templates to richer versions to compensate. This has definitely spaced things out a little more and feels better overall while maintaining the small map feel.

I will be releasing the new version as soon as I tweak the changes enough so that the AI functions a bit better. Thanks for your feedback!
Last edited by Wryneck; Nov 17 @ 8:22am
Spectrum Nov 18 @ 3:43am 
Oh right - I noticed that the side towns are different on my third playthrough, nice. The extra buildings seem quite strong, but I guess that wouldn't be an issue if AI knew how to use this to its advantage.

Good idea with the sand biome only showing in the super treasure area.

I quite like the small size of the map, not need for as much running from one point to another. But do post when you make an update, I'd happily test the new version! : )
Wryneck Nov 18 @ 1:20pm 
New version uploaded, enjoy!

Again, any feedback is welcome.

I am also working on two more maps and a mod, so any additional thoughts are welcome.
maethlin Nov 24 @ 8:43pm 
Is there an easy way to make it so it actually is called Triumverate? Confusing at map selection it still is called "Crossroads"
Wryneck Nov 24 @ 9:01pm 
Originally posted by maethlin:
Is there an easy way to make it so it actually is called Triumverate? Confusing at map selection it still is called "Crossroads"
To do this you'll need to edit a file called "quickStart.json" this will be located in
Heroes of Might & Magic Olden Era Demo\HeroesOE_Data\StreamingAssets
-- There will be a core.zip ***Make a backup!!!*** inside that will be a DB folder, the quickStart file is in there. Edit that file, near the bottom there is a section called "classicMaps" add "Triumvirate" to the list, and then also change the name within the map template as well. It should now show up in game with the proper name.
< >
Showing 1-6 of 6 comments
Per page: 1530 50