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Map Editor is an official tool, used to create custom maps. It can be found in the game folder as "h3maped.exe" and "h3hota_maped.exe"{{-wh}}.  
Map Editor is an official tool, used to create custom maps. It can be found in the game folder as "h3maped.exe" ({{withmaped}}) and "h3hota_maped.exe"{{-wh}} ({{withmapedhota}}).  


= Map versions =
= Map versions =
[[File:Map editor icon.png|left|Base Homm3 Map Editor]]
[[File:Map editor icon (HotA).png|left|Updated HotA Map Editor]]
Each expansion updated the map editor, adding new [[List_of_adventure_map_objects|Adventure map objects]] and features; as a result, only maps with the same or older version than the one used by the editor itself can be created or altered.


Each expansion updated the map editor, adding new [[List_of_adventure_map_objects (HotA)|Adventure map objects]] and features; as a result, only maps with the same or older version than the one used by the editor itself can be created or altered.  
All changes made to a map using a more updated map editor than the one the map was originally made with will automatically update the map to the newer version.  


All changes made to a map using a more updated map editor than the one the map was originally made with will automatically update the map to the newer version.  
The {{hota}} Map Editor {{withmapedhota}} is the most recently updated version of the editor.
 
= Layout =
The Map Editor consists of the following layout:
 
[[File:H3hotamaped explained.png|1152px|frameless]]
 
On the top of the Map Editor, from top to bottom, are placed the Menu bar, the Toolbar and the Mode bar. The map is placed in the middle, and around it are x- and y- coordinates. The minimap on the right shows the visible minimap of the currently shown layer. Below it lies the object bar, where currently chosen objects (be in on the Mode bar or using Tools -> Objects) are shown.  


The Hota Map Editor is the most recently updated version of the editor.<sup>{{unk}}</sup>
You can browse the objects from a chosen category on the Object Bar, using the slider (changed for the mouse scroll in HotA {{withmapedhota}}). You can move the map using the sliders below and directly on the right of the map, or by using the arrow keys, the mouse scroll {{withmaped}} or by pressing the middle mouse button and moving the cursor towards the desired part of the map.


= Tools and options =
= Menu bar tabs =
All of the following tabs and tools appear in the Menu bar.


* ''Zoom in'' and ''Zoom out'' are available in the View category on the Toolbar
== File ==
* ''Undo'' and ''Redo'' (found in Edit -> , accessible through Ctrl + Z and Ctrl + Y respectively) can be used on any and all changes to the map.  
[[File:File maped.png|200px|right|thumb|File menu]]
* ''Cut'', ''Copy'', ''Paste'' and ''Delete'' (found in Edit) can be used on a single object at a time. They cannot be used on [[Terrain#Basic terrains|Basic Terrain]], [[Road]]s, or [[River]]s. These four tools can be activated using standard Windows keys, namely Ctrl + X, Ctrl + C, Ctrl + V and Delete.  
* All custom text in a map, including all timed events, [[Hero]] names, Hero backstories, [[Pandora's Box]]es and [[Event]]s messages, Artifact and Monster messages, etc. can be ''exported'' (through File -> Export Text) into a map_name.txt file, where map_name is the name of the map. The text can be then edited in any text editor, f.e. Notepad. As long as the placement of line breaks between custom texts and custom text descriptions are unaltered, this file can then be ''imported'' (via File -> Import Text) back into the map, replacing all custom text.
* The ''Find'' tool (Edit -> Find) can be used to find all objects of a specified object type on the map. It can be activated using Ctrl+F. The subsequent objects of the same type can be found by pressing F3. In [[HotA]], the search tool can be used to find [[Border Gate]]s, [[Keymaster's Tent]]s and [[Monolith]]s of a specified color ({{-wh}}).  
{{clear|both}}
* All custom text in a map, including all timed events, [[Hero]] names, Hero backstories, [[Pandora's Box]]es and [[Event]]s messages, Artifact and Monster messages, etc. can be ''exported'' into a map_name.txt file, where map_name is the name of the map. The text can be then edited in any text editor, f.e. Notepad. As long as the placement of line breaks between custom texts and custom text descriptions are unaltered, this file can then be ''imported'' back into the map, replacing all custom text.
==Edit==
* View -> ''Underground'' (Ctrl+ U) can be used to switch between the surface and the underground of the map, provided the map has an underground layer.  
[[File:Edit maped.png|200px|right|thumb|Edit menu]]
* View -> ''Grid'' (Ctrl + G) can be used to view the grid separating each tile.  
* Edit -> ''Undo'' and ''Redo'' (also accessible on the Toolbar as the two arrows, or by pressing Ctrl + Z and Ctrl + Y respectively) can be used on any and all changes to the map.  
* View -> ''Passability'' (Ctrl + P) can be used to view the possibility of different objects and visit cells. This can allow the mapmaker to see which tiles are accessible from where, whether a monster guards access to an object, etc. Passability shows three tile colors:
* 'Edit -> 'Cut'', ''Copy'', ''Paste'' and ''Delete'' (also available on the Toolbar) can be used on a single object at a time. They cannot be used on [[Terrain#Basic terrains|Basic Terrain]], [[Road]]s, or [[River]]s. These four tools can be activated using standard Windows keys, namely Ctrl + X, Ctrl + C, Ctrl + V and Delete.  
* The ''Find'' tool (Edit -> Find, or in the ) can be used to find all objects of a specified object type on the map. It can be activated using Ctrl+F. The subsequent objects of the same type can be found by pressing F3. In [[HotA]] {{withmapedhota}}, the search tool can be used to find [[Border Gate]]s, [[Keymaster's Tent]]s and [[Monolith]]s of a specified color ( {{withmapedhota}}).  
{{clear|both}}
== View ==
[[File:View maped.png|200px|right|thumb|View menu]]
* 'View -> ''Zoom in'' and View -> ''Zoom out'' (note that both are available on the Toolbar as looking glass icons with + and - sign, appropriately)
* View -> ''Underground'' (Ctrl+ U) can be used to switch between the surface and the underground of the map, provided the map has an underground layer. It's also available on the Toolbar as a red arrow pointing downwards on a black square.  
* View -> ''Grid'' (Ctrl + G) can be used to view the grid separating each tile. This option is available on the right side of the Toolbar as a grid icon.  
* View -> ''Passability'' (Ctrl + P, or one yellow and 2 red squares on the Toolbar) can be used to view the accessibility of different objects and visit cells. This can allow the mapmaker to see which tiles are accessible from where, whether a monster guards an object, etc. Passability shows three tile colors:
: * Red: These tiles are not passable (f.e. because they contain an obstacle or a part of an object).  
: * Red: These tiles are not passable (f.e. because they contain an obstacle or a part of an object).  
: * Yellow: These tiles are a part of objects and may be visited. Usually, they should be accessible. If they are surrounded by impassable tiles, they will be unreachable to heroes.  
: * Yellow: These tiles are a part of objects and may be visited. Usually, they should be accessible. If they are surrounded by impassable tiles, they will be unreachable to heroes.  
: * Not-colour: These tiles are passable, but not interactable.  
: * Not-colour: These tiles are passable, but not interactable.  
: Note, that the exact passage to each object can be found by following the arrow-icons on the appropriate [[List of adventure map objects|object's wiki entry]]. All monsters cover one tile and guard all tiles around them, except for land tiles by monsters placed on water and vice versa.
* View -> ''Object animation'' (Ctrl + A) can be used to switch on or off the animation of all objects on the currently edited map. It is advised to turn off the animation when using slower devices.  
* View -> ''Object animation'' (Ctrl + A) can be used to switch on or off the animation of all objects on the currently edited map. It is advised to turn off the animation when using slower devices.  
* View -> ''Terrain animation'' (Ctrl + T) can be used to switch on or off the animation of the terrain, particularly the water, on the currently edited map. It is advised to turn off the animation when using slower devices.  
* View -> ''Terrain animation'' (Ctrl + T) can be used to switch on or off the animation of the terrain, particularly the water, on the currently edited map. It is advised to turn off the animation when using slower devices.  
* View -> ''Toolbar'', ''Mode Bar'' and ''Status Bar'' can be used to switch the side bars on or off.  
* View -> ''Toolbar'', ''Mode Bar'' and ''Status Bar'' can be used to switch the appropriate bars on or off. See the [[Map Editor#Layout]]
* Player -> ''No player'' and Player -> ''Player (number) (color)'' can be used to assign newly placed Towns, Mines, Creature Generators and Heroes to the currently chosen player. If the "No player" option is chosen, no Heroes can be placed on the map, and all new Towns, Mines and Creature Generators are assigned to be neutral.  
{{clear|both}}
* Tools -> ''Erase'' can be used to remove all objects except [[Terrain#Basic terrains|Basic Terrain]]. The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush. These Eraser brushes are available by pressing Shift + Z, Shift + X, Shift + C and Shift + V respectively.  
==Tools==
<span style='float:right;'>
[[File:Eraser tool maped.png|Eraser tool]]
[[File:Tools maped.png|200px|Tools menu]]
</span>
* Tools -> ''Erase'' (also available through the Mode Bar as the pencil eraser icon) can be used to remove all objects except [[Terrain#Basic terrains|Basic Terrains]]. The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush. These Eraser brushes are available by pressing Shift + Z, Shift + X, Shift + C and Shift + V respectively.
* Tools -> ''Validate Map'' (or pressing M {{withmapedhota}}) can be used to find errors or issues in the map. Note that maps may work without fixing some of the issues. Possible issues include, among others, lack of players, inaccessible visitable cells, lack of customization in the Map Specifications (particularly the title, description and the players), presence of [[Border Guard]]s without their appropriate [[Keymaster's Tent]]s and vice versa, presence of unconnected [[Monolith]]s or [[Subterranean Gate]]s and presence of [[Subterranean Gate]]s without the underground layer. Note that some issues will ''not'' be pointed by this tool, for example presence of Airships on Water, not next to shore (where they cannot be accessed).
{{clear|both}}
* Tools -> ''Options'' can be used to customize the following Map Editor features:
** "Frequency of decorative terrain tiles" (they will automatically appear whenever a new terrain patch is placed),
** "Repaint entire map with this setting" may be used to "beautify" the map with decorative terrain tiles.
** "AutoSave options" (whether it's unabled and how often should the map AutoSave),
** Object panel size (in the number of objects per line and the size of each object, respectively).


==Player==
<span style='float:right;'>
[[File:Player maped.png|200px|Player]]
</span>
* Player -> ''No player'' and Player -> ''Player (number) (color)'' can be used to assign on all Towns, Mines, Creature Generators and Heroes ''placed after the setting was chosen'' to the currently chosen player. If the "No player" option is chosen, no Heroes can be placed on the map, and all new Towns, Mines and Creature Generators are assigned to be neutral. Note, that changing player once an object remains on the map will not have any effect on it.
{{clear|both}}
==Help==
<span style='float:right;'>
[[File:Help maped.png|Help]]
</span>
* Help. Seemingly, help does not work, except for the "About Map Editor" tab.
{{clear|both}}
= Tools =
All of the following tools can be accessed via Tools ->, as well as by pressing their appropriate icons on the Mode bar. Their variations appear on the Object bar, replacing usual objects.
{{clear|both}}
== [[Terrain]] ==
== [[Terrain]] ==
<span style='float:right;'>
[[File:Terrain tool maped.png|Terrain tool]]
[[File:Tools terrain maped.png|x200px|Tools -> Terrain]]
</span>
Terrain can be placed using the ''Terrain Tool'' (first icon on the Mode bar). The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush (accessible on the Tool Bar, in Tools ->, as well as once "Z", "X", "C" or "V" are pressed {{withmapedhota}}, respectively), where the latter can be used to drag over a chosen area to cover it with the chosen terrain. Placing different types of terrain next to each other, particularly when using Rock or Water, causes the Map Editor to automatically adjust the shape of the terrain to best match the covered tiles. The Map Editor will try to minimize small pools of Water and Rock and connect nearby patches of a similar terrain. Note, that tiles that are half-land and half-water count as water tiles, and tiles that are half-land half-rock count as rock tiles (and half-water half-rock still counts as rock).


Terrain can be placed using the ''Terrain Tool''. The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush (accessible on the Tool Bar, in Tools ->, as well as once "Z", "X", "C" or "V" are pressed{{-wh}}, respectively), where the latter can be used to drag over a chosen area to cover it with the chosen terrain. Placing different types of terrain next to each other, particularly when using Rock or Water, causes the Map Editor to automatically adjust the shape of the terrain to best match the covered tiles. The Map Editor will try to minimize small pools of Water and Rock and connect nearby patches of a similar terrain. Note, that tiles that are half-land and half-water count as water tiles, and tiles that are half-land half-rock count as rock tiles.
In the HotA Map Editor {{withmapedhota}}, Terrains can be chosen by pressing the following keys:
* 1: Dirt
* 2: Sand
* 3: Grass
* 4: Snow
* 5: Swamp
* 6: Rough
* 7: Subterranean
* 8: Lava
* 9: Highland
* 0: Wasteland
* -: Water
* =: Rock


In the HotA Map Editor, Terrains can be chosen by pressing the following keys:
Note that for heroes on land, Water cells count as impassable (blocked) cells and vice versa. Rock is always impassable, and additionally, no objects may be placed on Rock (even if only one cell of an object lies on the Rock, the Map Editor will reject and revert that placement).  
<br>1: Dirt,  
<br>2: Sand,
<br>3: Grass,
<br>4: Snow,
<br>5: Swamp,
<br>6: Rough,
<br>7: Subterranean,
<br>8: Lava,
<br>9: Highland,
<br>0: Wasteland,
<br>-: Water,
<br>=: Rock.  


{{clear|both}}
== [[River]]s ==
== [[River]]s ==
 
[[File:River tool maped.png|thumb|River tool]]
Rivers can be placed using the ''River Tool''. There are 4 types of rivers available:
Rivers can be placed using the ''River Tool'' (second icon on the Mode bar). There are 4 types of rivers available:
* Clear rivers (Alt + 1{{-wh}})  
* Clear rivers (Alt + 1 {{withmapedhota}})  
* Icy rivers (Alt + 2{{-wh}})
* Icy rivers (Alt + 2 {{withmapedhota}})
* Muddy rivers (Alt + 3{{-wh}})
* Muddy rivers (Alt + 3 {{withmapedhota}})
* Lava rivers (Alt + 4{{-wh}})
* Lava rivers (Alt + 4 {{withmapedhota}})


A special eraser for rivers is available under the same part of the toolbar (Alt + 5).  
A special eraser for rivers is available under the same part of the toolbar (Alt + 5).  
Line 58: Line 115:
Rivers may not be placed on Rock or Water terrain.  
Rivers may not be placed on Rock or Water terrain.  


{{clear|both}}
== [[Road]]s ==  
== [[Road]]s ==  
 
[[File:Road tool maped.png|thumb|Road tool]]
Roads can be placed using the ''Road Tool''. There are 3 types of roads available:  
Roads can be placed using the ''Road Tool'' (3rd icon on the Mode bar). There are 3 types of roads available:  
* Dirt roads (Shift + 1{{-wh}})
* Dirt roads (Shift + 1 {{withmapedhota}})
* Gravel roads (Shift + 2{{-wh}})
* Gravel roads (Shift + 2 {{withmapedhota}})
* Cobblestone roads (Shift + 3{{-wh}})
* Cobblestone roads (Shift + 3 {{withmapedhota}})


Roads have a special eraser, available under the same part of the toolbar (Shift + 4).  
Roads have a special eraser, available under the same part of the toolbar (Shift + 4).  
Line 69: Line 127:
Roads may not be placed on Rock or Water terrain.  
Roads may not be placed on Rock or Water terrain.  


== Obstacles ==  
{{clear|both}}
 
== Obstacles ==
Random, terrain-fitting obstacles can be placed on the map in a brushed area by using the Obstacle Tool. The obstacle brush can be "solid" (obstacles appear only and exactly on all passable and impassable tiles on which the solid brush was placed) or "fuzzy" (obstacles appear on all passable and impassable tiles of the solid part of the fuzzy brush, and ''may'' appear on random non-solid tiles on which the fuzzy brush was placed). The size of the brush is customizable (1x1, 2x2, 4x4, Area) and is accessible through Tools -> Obstacles or by pressing Shift + Q, Shift + W, Shift + E and Shift + R for the Solid Brush (respectively for each size) and Shift + Alt + Q, Shift + Alt + W, Shift + Alt + E, Shift + Alt + R for the fuzzy brush (again, respectively for each size).   
<span style='float:right;'>
[[File:Obstacle tool maped.png|x200px|Obstacle tool before selecting area]]
[[File:Brush tool maped 2.png|x200px|Obstacle tool after selecting area]]
</span>
Random, terrain-fitting obstacles can be placed on the map in a brushed area by using the Obstacle Tool (5th icon on the Mode bar). The obstacle brush can be "solid" (obstacles appear only and exactly on all passable and impassable tiles on which the solid brush was placed) or "fuzzy" (obstacles appear on all passable and impassable tiles of the solid part of the fuzzy brush, and ''may'' appear on random non-solid tiles on which the fuzzy brush was placed). The size of the brush is customizable (1x1, 2x2, 4x4, Area) and is accessible through Tools -> Obstacles or by pressing Shift + Q, Shift + W, Shift + E and Shift + R for the Solid Brush (respectively for each size) and Shift + Alt + Q, Shift + Alt + W, Shift + Alt + E, Shift + Alt + R for the fuzzy brush (again, respectively for each size).   


Obstacle tool has its own Eraser that can be used to clear the solid or fuzzy brush. The "solid eraser" removes both the solid and the fuzzy brush, while the "fuzzy eraser" removes the solid and the fuzzy brush and replaces all tiles marked with either obstacle brush surrounding the cleared tiles with a fuzzy obstacle tool brush. The obstacle erasers are accessible through Tools -> Obstacles, as well as by pressing Shift + A, Shift + S, Shift + D and Shift + F for the solid eraser (respectively for each size) or Shift + Alt + A, Shift + Alt + S, Shift + Alt + D and Shift + Alt + F for the fuzzy eraser (again, respectively for each size).  
Obstacle tool has its own Eraser that can be used to clear the solid or fuzzy brush. The "solid eraser" removes both the solid and the fuzzy brush, while the "fuzzy eraser" removes the solid and the fuzzy brush and replaces all tiles marked with either obstacle brush surrounding the cleared tiles with a fuzzy obstacle tool brush. The obstacle erasers are accessible through Tools -> Obstacles, as well as by pressing Shift + A, Shift + S, Shift + D and Shift + F for the solid eraser (respectively for each size) or Shift + Alt + A, Shift + Alt + S, Shift + Alt + D and Shift + Alt + F for the fuzzy eraser (again, respectively for each size).  


Once the desired area is brushed with either fuzzy or solid brush strokes, the mapmaker may use the Place Obstacles tool (Shift + O) to fill the brushed area with random, terrain-fitting obstacles.  
Once the desired area is brushed with either fuzzy or solid brush strokes, the mapmaker may use the Place Obstacles tool (Shift + O) to fill the brushed area with random, terrain-fitting obstacles.  
{{clear|both}}


== Objects ==
== Objects ==


Objects appropriate for each Terrain can be found in Tools -> Objects, or by pressing pressing a key from Q to ]{{-wh}}, depending on the placement of the Object Terrain type on the toolbar:
See: [[Map Editor - Objects]].  
<br>Q: Dirt objects,
<br>W: Sand objects,
<br>E: Grass objects,
<br>R: Snow objects,
<br>T: Swamp objects,
<br>Y: Rough objects,
<br>U: Subterranean objects,
<br>I: Lava objects,
<br>O: Highland objects,
<br>P: Wasteland objects,
<br>[: Water objects,
<br>]: Miscellaneous decorations,
<br>A: Miscellaneous active objects.
 
Note, that without Hota, the order ignores the Highland and Wasteland objects, as well as Miscellaneous decorations and active objects, instead placing "All-Terrain Objects" at the end.
 
Pressing right-click on an object shows its description and default effect.
 
With [[HotA]], the objects can be scrolled through on the right side of the Map Editor's interface, by using the mouse scroll.
 
Opening an object on the wiki will show 4 types of cells on it or around it:
* Red cells: These cells are part of the object and are not passable. Heroes cannot move onto them.
* Yellow cells: These cells are part of the object and may be visited. If there is more than one yellow cell in an object (f.e. [[Magic Spring]]), usually, a hero can move from one of the yellow cells to another. <sup>{{unk}}</sup>
* Arrowed cells: These cells show where a hero must stand to visit this object, and which cell they can enter. 
* Empty cells: These cells are neither a part of the object, nor can the object be visited from them.
 
==== Object Properties ====
 
Object Properties can be accessed by pressing Enter once an object was chosen or clicking on an object with the left mouse button twice (double-clicking). The object properties can be used to modify the object. If an object or some of its properties remain unaltered, the object will have either the default property or a randomly chosen one, depending on the object. Randomly chosen properties will change every time the map is created or the scenario is restarted.
 
=== All-Terrain Objects ===
 
This category of objects includes all [[Creature Dwelling]]s, non-terrain specific [[List of adventure map objects (HotA)|Adventure map locations]], Random Creature generators, [[Creature Bank]]s, [[Monolith]]s, [[Garrison]]s, [[Border Guard]]s and [[Border Gate|Gates]], [[Quest Guard]]s and [[Quest Guard|Gates]], [[Terrain#Magical Terrains|Magical Terrains]], and [[Event]]s.
 
In HotA, the All-Terrain objects are divided into 5 categories:
"Miscellaneous active objects" (A), "Creature Generators" (J), "Teleporters" (K), "Garrisons, Border Guards and Tents" (L), as well as "Magical Terrain" (;).
 
Note that many all-terrain objects have their terrain-specific counterparts in Terrain Object sections.
 
 
<span class="mw-customtoggle-TerrainObjects" style="color:blue">'''<big>List of Terrain Objects and their properties</big>'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-TerrainObjects">
 
==== Decorations ====
 
Each Terrain has a number of decorations, usually of the same size for each terrain, including mountain ranges, forests, as well as singular tress or rocks. In HotA, All-Terrain decorations are available under the "Miscellaneous decorations". These include bridges, fences, walls, pillars, [[Map Editor#River Delta|river deltas]], waterfalls, fire, burnt structures, as well as crates, sacks and various animals. 
 
==== [[Sign]]s and [[Ocean Bottle]]s ====
 
Signs, when visited, display a customized message. No message appears as default.<sup>{{unk}}</sup>
 
Usually, instead of Signs, Ocean Bottles are used on Water. They display a custom message as well (no message as default), but disappear once opened. The AI is unable to interact with the Ocean Bottles. As a result, they can be used to block an area from the AI. Note that Signs may be placed on Water and Ocean bottles may be placed on land.
 
==== [[Creature Bank]]s ====
 
In HotA{{-wh}}, all Creature Banks can be customized in regards to guard size and the reward obtained, including customization of the randomly obtained artifacts (and artifacts banned in the Map Specifications may be selected).
 
<span class="mw-customtoggle-Rewards" style="color:blue">'''List of Creature Banks'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Rewards">
 
All terrains:
* [[Cyclops Stockpile]]
* [[Dwarven Treasury]]
* [[Griffin Conservatory]]
* [[Imp Cache]]
* [[Medusa Stores]]
* [[Naga Bank]]
* [[Dragon Fly Hive]]
* [[Mansion]]{{-wh}}
* [[Red Tower]]{{-wh}}
* [[Black Tower]]{{-wh}}
* [[Churchyard]]{{-wh}}
* [[Experimental Shop]]{{-wh}}
* [[Wolf Raider Picket]]{{-wh}}
* [[Dragon Utopia]]
* [[Ancient Altar]]{{-wh}}
 
Dirt, Sand, Grass, Snow and Swamp only:
* [[Crypt]]
 
Sand and Snow only:
* [[Ivory Tower]]{{-wh}}
 
Swamp only:
* [[Spit]]{{-wh}}
 
Rough only:
* [[Pirate Cavern]]{{-wh}}
 
Highlands{{-wh}} only:
* [[Ruins]]{{-wh}}
 
Water only:
* [[Beholders' Sanctuary]]{{-wh}}
* [[Temple of the Sea]]{{-wh}}
* [[Shipwreck]]
* [[Derelict Ship]]
</div>
 
==== [[Witch Hut]]s ====
 
Witch Huts can be customized to give a chosen skill, or a random skill out of a chosen pool. If a skill offered by the Witch Hut is unavailable on the map (see: [[Map Editor#Map Specifications|Map Specifications]], the Witch Hut will instead display a message regarding its abandonment by the previous tenant, the witch.
 
==== [[Black Market]]s ====
 
In Hota{{-wh}}, the Black Market can be customized to offer specific artifacts on the first month.<sup>{{unk}}</sup>
 
==== [[Warrior's Tomb]]s ====
 
In HotA, Warrior's Tombs random artifact can be customized.
 
==== [[University|Universities]] ====
 
In HotA, Universities can be customized. The allowed skill can be chosen. By default, Resistance and Necromancy are unmarked and do not contribute to the random skill pool.
 
==== [[Prison]]s and [[Hero Camp]]s{{-wh}} ====
 
Prison and Hero camps{{-wh}} can be customized to contain a specific hero. If either of these two objects is ''not'' customized, the hero will be randomly chosen ''when the object is placed on the map'', and not when the map is created or restarted. This is in contrast to all other objects.
 
The hero in Prison or the Hero camp{{-wh}} has to be allowed on the map in the [[Map Editor#Map Specifications#Heroes|Map Specifications -> Heroes]]. Their name, [[List of Hero Portraits|portrait]] (out of any hero portrait in the game, including campaign heroes), experience, gender, biography, [[Creature]]s, starting [[Primary Skill]]s, starting [[Secondary Skill]]s, [[Artifacts]] (including [[War Machine]]s) and [[Spells]] can be customized. Note, that the Primary Skills and Secondary skills will be upgraded by the computer, as if the computer levelled up the hero, based on his experience (upgrade and new Secondary skills can be chosen in HotA, using the "Always add skills" option).
 
The hero's Patrol may be customized as well. Patrol is not a visible statistic and does not apply to human players. AI, however, will only move heroes with a set value of patrol onto tiles within the range of Patrol. In other words, if an AI Hero has a patrol of 10, he can only move within the area with the center of his placement on the map, and the radius of 10 tiles. Maximum value of Patrol is 10 (changed in HotA{{-wh}} for 99).
 
In HotA, Hero's level can be chosen separately from his experience. Heroes can also be made to be unable to gain experience (while retaining a chosen level). This can be used to override level cap set in Map Specifications.
 
Prisons and Hero camps disappear once the hero is freed. As a result, a Prison accessible only from one side of the map can be used as a gate, blocking access from the other side until the hero is freed.
 
In [[HotA|HotA 1.7.0]] portraits of all campaign heroes, including those from [[Heroes Chronicles]] (such as [[Tarnum]]), have been added to the map Editor and are accessible for heroes in Prison.
 
==== [[Tree of Knowledge|Trees of Knowledge]] ====
 
In HotA, the Trees of Knowledge price can be customized.
 
==== [[Campfire]]s ====
 
In HotA, campfires are available in the "Resources" section and may be customized to provide a chosen amount of gold and chosen amount of a single resource. Campfires have to provide at least 1 gold and at least 1 of any other resource than gold.
 
Additional campfires with different graphics appear as a Sand, Snow, Subterranean and Lava objects.
 
==== [[Shrine|Shrines of Magic]] ====
 
Shrines of Magic include the [[Shrine of Magic Incantation]], the [[Shrine of Magic Gesture]], the [[Shrine of Magic Thought]] and the [[Shrine of Magic Mystery]], for spells of levels 1 to 4 respectively. By default they teach a randomly chosen available spell; when customized, they instead teach a chosen spell, including those banned by the Map Specifications.
 
==== Flaggable structures ====
 
Flaggable structures are adventure map objects that can be owned by a player (or be unaligned), but cannot be customized. Instead, their Properties can be altered to assign them to a chosen player or unassign their ownership.
 
<span class="mw-customtoggle-allterrainunedit" style="color:blue">'''List of flaggable structures'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-allterrainunedit">
* [[Mine]]s,
* [[Lighthouse]]s,
* [[Shipyard]]s,
* [[Airship Yard]]s{{-wh}},
* [[Creature Generator]]s.
 
==== [[Mine]]s ====
 
Mines with different graphics appear as objects for each Terrain.
 
==== [[Shipyard]]s ====
 
Shipyards may ''not'' be placed on Water, Rock or in-land. They may be only placed on shore. Correct placement of a Shipyard is such that at least one of the tiles neighbouring it (including diagonals) is a Water tile. Once again, note, that tiles that are half-land and half-water count as water tiles.
 
==== Random Creature Generator ====
 
Random Creature Generators can belong to a specified or a non-specified level. Specified level creature generators will choose a random town and replace the creature generator with the one of appropriate level of the same town, when the map is created or the scenario is restarted. Neutral town may not be chosen, therefore a random creature generator can never be a dwelling of [[Neutral creature]]s, with the exception of the [[Golem Factory]]. If a town has more than 1 dwelling of a specific level (this only applies to Rampart with two different version of the [[Unicorn Glade]] and Factory{{-wh}} and their two level 7 units ([[Dreadnought]]s available in the [[Gantry]] and the [[Couatl]]s available in the [[Serpentarium]] as well as their two level 1 creature generators, [[Halfling Adobe]] and the [[Halfling Hut]]), a random dwelling out of the available ones from that town will be chosen.
 
Non-specified level creature generators work the same way, except a random creature level is chosen from the available pool. The minimum and maximum level can be chosen by checking the object properties.
 
All types of random creature generators can be assigned to be of a random alignment out of a chosen pool, or to be the same as a chosen Town on the map. Choosing random alignment on a map without some of the Towns available causes the map to randomly choose between the random alignments allowed and all new, non-banned alignments available in the played version of the game. As a result, choosing random alignment to be one of "Castle" in the [[Shadow of Death]] mapmaker will cause the dwelling to be assigned, randomly, to either Castle, Cove or Factory, provided the map is generated or restarted in [[Horn of the Abyss]].<sup>{{unk}}</sup>
 
Random Creature Generators, unless their level range is restricted, are often frowned upon.
</div>
 
==== [[Subterranean Gate]], [[Monolith]] and [[Whirlpool]] ====
 
Subterranean Gates always connect in pairs. If the number of underground gates on the map is odd, the lonely, unlinked gate will display a message describing how the gate is blocked with rubble. The underground gates connect to the nearest, in coordinates, gate on the other side of the map. Coordinates to the left and top of the map are always prioritized when the connection is established. <sup>{{unk}}</sup>
 
Two-way monoliths always connect to all other two-way monoliths of the same color on the map. One way entrance monoliths connect to all one way exit monoliths on the map of the same color (a random exit will be chosen whenever a hero enters the entrance).
 
Whirlpools work the same way as Water Two-Way Monoliths{{-wh}}, except a player using it loses half the creatures in the stack with the lowest number of hit points in his army.
 
Whirlpools and Water Monoliths{{-wh}} may not be placed on land and vice-versa.
 
==== [[Garrison]]s ====
 
Garrisons's army can be customized. Its ownership may be assigned to a chosen player. The "Troops are removable" option allows any player who controls the garrison to remove creatures from the garrison; it does '''not''' forbid placement of creatures in the Garrison. As a result, assigned garrisons with "troops are removable" set to true can serve as a reinforcement for the owner or an outpost; meanwhile neutral garrisons with "troops are removable", can, once defeated, serve as an outpost for any Hero's units.
 
Two Garrison types are available: standard Garrisons and [[Anti-Magic Garrison]]s. The latter block access to all spells during combat.
 
Garrisons can also be horizontal or vertical. This only changes their placement on the map.
 
==== [[Quest Guard]], [[Quest Gate|Quest Gate]], and [[Seer's Hut]] ====
 
===== Quests =====
 
Quest Guards and Quest Gates{{-wh}} can be customized to require a completion of one quest.
 
<span class="mw-customtoggle-Quests" style="color:blue">'''List of available Quests'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Quests">
* None (the first hero to approach it fulfills the condition)
* Achieve experience level,
* Achieve primary skill level, (4 values, one for each primary skill)
* Defeat a specific hero (the hero has to already be placed somewhere on the map, in [[Prison]] or in a [[Hero Camp]] {{-wh)). Only the first time the hero is defeated is required),
* Defeat a specific monster (the specific monster refers to a Wandering Monster on a specified map coordinate. The monster has to already be placed somewhere on the map),
* Return with artifact(s) (the artifacts don't have to be available on the map at all),
* Return with creature(s) (the creatures don't have to be available on the map at all),
* Return with resources (they don't have to be available at all),
* Be a specific hero (the hero doesn't have to be available on the map at all),
* Belong to a specific player (the player doesn't have to be available on the map at all).
 
</div>
Seer's Huts quests have the same properties as Quest Guard passage requirements.
 
Quests can be customized to have a deadline. If a player approaches a Quest Guard, a Quest Gate, or a Seer's Hut after the deadline, their quest will be unavailable and the player will never be allowed to complete it.<sup>{{unk}}</sup>
 
In {{hota}}, Seer's Huts can offer more than one quest. The quests can be ordered, and the Seer's Hut will only offer one quest at a time, starting from the top of the list. Once all one-time quests have been fulfilled, the Seer's Hut will offer the multiple quests, one by one, starting from the top of the list. Once all multiple quests have been fulfilled, the Seer's Hut will offer all multiple quests, starting from the top of the list, again. This way, fulfillment of some quests higher up the list can be a requirement to fulfill quests lower in the list. As a result, quests with multiple rewards or requirements, divided into subsequent quests, can be created.
 
If a quest's deadline expires, the next quest in the Seer's Hut becomes available.<sup>{{unk}}</sup>
 
===== Rewards =====
 
Seer's Huts can offer only one reward for each quest.
 
<span class="mw-customtoggle-Rewards" style="color:blue">'''List of available Rewards'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-Rewards">
* None (this can be useful to create quests with multiple requirements{{-wh}}),
* Experience,
* Spell points,
* Morale,
* Luck,
* Resource
* Primary Skill,
* Secondary Skill,
* Artifact (Including those banned in the Map Specifications),
* Spell (Including those banned in the Map Specifications),
* Creatures.
</div>
 
==== Uneditable all-terrain objects ====
 
Some objects may not be edited in any way.
 
<span class="mw-customtoggle-allterrainunedit" style="color:blue">'''List of uneditable objects for all terrains'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-allterrainunedit">
* [[Airship]]{{-wh}},
* [[Town Gate]]{{-wh}},
* [[Tavern]],
* [[Sanctuary]],
* [[War Machine Factory]],
* [[Cannon Yard]]{{-wh}},
* [[Refugee Camp]],
* [[Arena]],
* [[Colosseum of the Magi]]{{-wh}},
* [[Mercenary Camp]],
* [[Marletto Tower]],
* [[Star Axis]],
* [[Garden of Revelation]],
* [[School of Magic]],
* [[School of War]],
* [[Library of Enlightenment]],
* [[Altar of Sacrifice]],
* [[Idol of Fortune]],
* [[Rally Flag]],
* [[Temple]],
* [[Temple of Loyalty]]{{-wh}},
* [[Magic Well]],
* [[Windmill]],
* [[Warehouse of Wood]]{{-wh}},
* [[Warehouse of Mercury]]{{-wh}},
* [[Warehouse of Ore]]{{-wh}},
* [[Warehouse of Sulfur]]{{-wh}},
* [[Warehouse of Crystal]]{{-wh}},
* [[Warehouse of Gems]]{{-wh}},
* [[Warehouse of Gold]]{{-wh}},
* [[Freelancer's Guild]],
* [[Den of Thieves]],
* [[Redwood Observatory]],
* [[Cover of Darkness]],
* [[Hut of the Magi]],
* [[Eye of the Magi]],
* [[Cartographer|Cartographer (Surface)]],
* [[Border Guard]],
* [[Keymaster's Tent]].
</div>
 
===== [[River|River Delta]] =====
 
River deltas are purely decorational, non-interactable objects. There are 4 river delta types (clear, icy, muddy, lava) in 4 directions. Different river deltas may be found in Terrain objects, f.e. clear and muddy river deltas in "Dirt Objects".
 
===== [[Obelisk]]s =====
 
Each terrain has its own Obelisk model, with a different color.
 
</div>
 
=== Terrain objects ===
 
Despite their name and placement on the Toolbar, Terrain objects can be placed on any Terrain, except for Rock (where no object may be placed) and Water (where only some of the objects may not be placed, notably Towns, Heroes without Ships and Shipyards). Some (but not all) Water objects may be placed on land.
 
<span class="mw-customtoggle-sand" style="color:blue">'''List of Sand objects'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sand">
==== [[Skeleton]] ====
 
The Skeleton is accessible in Sand and Rough objects. In HotA, Skeletons can be customized to either provide Nothing, a random chance for a random available artifact (default) or a specified artifact, including those banned in the Map Specifications.
 
==== [[Pyramid]] ====
 
Pyramids are accessible as a Sand object. In HotA, they can be customized to grant a specified [[List of spells|5th level spell]] (including those banned in the Map Specifications) as a reward.
 
</div>
 
<span class="mw-customtoggle-snow" style="color:blue">'''List of Snow objects'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-snow">
==== [[Lean To]] ====
 
The Lean To is only accessible as a Snow object. In HotA, it can be customized to grant a specific amount of a chosen resource (at least 1 of any resource).
 
</div>
 
<span class="mw-customtoggle-rough" style="color:blue">'''List of Rough objects'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-rough">
==== [[Skeleton]] ====
 
The Skeleton is accessible in Sand and Rough objects. In HotA, Skeletons can be customized to either provide Nothing, a random chance for a random available artifact (default) or a specified artifact, including those banned in the Map Specifications.
 
==== [[Wagon]] ====
 
The Wagon is only accessible as a Rough object. In HotA, the Wagon can be customized to either provide a random reward (default), a chosen artifact (including those banned in the Map Specifications), a customized amount of a chosen resource, or nothing.
</div>
 
<span class="mw-customtoggle-wstlnd" style="color:blue">'''List of Wasteland{{-wh}} objects'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-wstlnd">
==== [[Grave]]{{-wh}} ====
 
By default, Graves provide a random amount between 500 and 5000 gold, and a random available treasure or minor artifact. They can be customized to instead provide a chosen amount of gold (at least 1) and a chosen treasure or minor artifact (including those banned in the Map Specifications).
</div>
 
<span class="mw-customtoggle-water" style="color:blue">'''List of Water objects'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-water">
==== [[Seafaring Academy]] ====
 
By default, Seafaring Academy will teach Navigation and 2 random available skills. It can be customized to instead teach Navigation and two other, chosen skills. Note, that Seafaring Academy will always teach Navigation as one of its skills.
 
==== [[Flotsam]], [[Jetsam]] and [[Sea Chest]]s ====
 
By default, Flotsam and Jetsam{{-wh}} provide randomly either nothing, 5 Wood, 5 Wood and 200 Gold or 5 Wood and 500 gold. The reward is identical for Jetsam, except Wood is replaced for Ore. Sea Chests, by default, provide Nothing (20%), 1500 gold (70%) or 1000 gold and a random available treasure artifact.
 
However, unlike majority of other resource-providing objects in the mapmaker, neither of these objects can be customized to provide a chosen amount of the chosen resources. Instead, the mapmaker can only choose one of the resource gains (that can randomly occur). Sea Chests can only give artifacts if "1000 gold and Treasure artifact" option is chosen; then, the mapmaker may choose any artifact, including those banned by the Map Specifications.
 
==== [[Sea Barrel]] ====
 
By default, Sea Barrels have a 20% chance of providing nothing, and an 80% chance of providing 3-6 of a random rare resource. They can be customized to provide a chosen amount of a chosen rare resource (Mercury, Sulfur, Crystal or Gems) or to provide nothing.
 
==== [[Shipwreck Survivor]] ====
 
Shipwreck Survivor's reward (random available artifact by default) may be customized for any artifact, including those banned in the Map Specifications.
 
==== [[Vial of Mana]] ====
 
The Vial of Mana provides a random amount of Spell Points, between 30 and 60. It can be customized to provide a chosen exact number of spell points (but only either exactly 30, 40, 50 or 60).
 
</div>
 
=== Uneditable Terrain objects ===
 
Some terrain-specific objects may not be edited in any way.  


<span class="mw-customtoggle-unedit" style="color:blue">'''List of Uneditable Terrain objects'''</span>
== Map Specifications ==
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-unedit">
Map Specifications, accessible through Tools ->, as well as by pressing Ctrl+Enter, consist of various customizable map rules.  
Dirt and Grass:
* [[Swan Pond]],
* [[Stables]].
Dirt, Grass and Snow:
* [[Water Wheel]].
Dirt, Grass and Swamp:
* [[Fountain of Fortune]],
* [[Mystical Garden]].
Dirt, Grass, Swamp, Water ({{-wh}}):
* [[Fountain of Youth]].
Dirt, Grass, Swamp, Highlands{{-wh}}:
* [[Faerie Ring]].
Dirt, Grass, Swamp, Highlands{{-wh}}, Wasteland{{-wh}}:
* [[Hill Fort|Hill Fort]].
Dirt, Grass, Rough, Highlands{{-wh}}:
* [[Trading Post]].
Dirt, Subterranean:
* [[Skeleton Transformer]]{{-wh}}.
Sand:
* [[Oasis]] - Sand.
Snow and Wasteland{{-wh}}:
* [[Warlock's Lab]]{{-wh}}.
Rough:
* [[Watering Hole]],
* [[Watering Place]],
* [[Magic Spring]].
Subterranean:
* [[Cartographer|Cartographer (Underground)]]
Highlands{{-wh}}:
* [[Gazebo]]{{-wh}},
* [[Hermit's Shack]]{{-wh}},
* [[Mineral Spring]]{{-wh}},
* [[Junkman]]{{-wh}}.
Wasteland{{-wh}}:
* [[Trailblazer]]{{-wh}},
* [[Derrick]]{{-wh}},
* [[Prospector]]{{-wh}}.
Water:
* [[Boat]] - This object may only be placed on Water,
* [[Whirlpool]] - This object may only be placed on Water as well,
* [[Sirens]],
* [[Mermaids]],
* [[Buoy]],
* [[Observatory]]{{-wh}},
* [[Altar of Mana]]{{-wh}},
* [[Observation Tower]]{{-wh}},
* [[Cartographer|Cartographer (Sea)]]{{-wh}},
* [[Favorable Winds]].
</div>


=== Towns ===
=== General ===  


Towns are accessible in Tools -> Objects -> Towns, and on the Toolbar, as well as by pressing S{{-wh}}. Each of the standard Towns is available, as well as a Random Town.  
The general map specifications specify:
* Map version. Note, that Map Editors cannot recognize other map versions than those they can save as; as a result, [[SoD]] Map Editor {{withmaped}} will only recognize [[RoE]]{{-wr}}, [[AB]]{{-wa}} and [[SoD]]{{-ws}} map versions. The [[HotA]] Map Editor {{withmapedhota}} will state the map version to be HotA, even if the last saved edit was done in an older map editor version.
* Map [[Difficulty|difficulty]]. Note, that despite what the [[Difficulty]] page states, Easy, Normal, Hard, Expert and Impossible Map difficulty determine AI behaviour and are entirely separate from 80%, 100%, 130%, 160%, 200% (also known as Easy, Normal, Hard, Expert, Impossible) game difficulty, which primarily controls human and AI resources, AI growth and resource growth as well as the AI behaviour, but to a much lesser extent. Map difficulty is set here in the Map Specifications, while the game difficulty is set by the player when starting a scenario.
* Allowed game Difficulty {{withmapedhota}}. The player will not be able to select other difficulty than one from the list.
* Existance of the underground ("Two level map"). Note, that the Underground may be added or removed during the game.
* Whether monster/plague weeks should be allowed {{withmapedhota}}. If disabled, all weeks will have no effect.
* Whether the map is an Arena {{withmapedhota}}.As the Map Editor itself states: "An arena map is a map designed for a single fight of two heroes with a preliminary preparation. Such map must contain at least one combat place." The HotA Map Editor will warn the first time a map is set as an Arena; however, disagreeing with the message (to revert the change) has no effect and the message never reappears.
* Hero experience level limit. Heroes will not be able to level up past that level. This option is unavailable in {{roe}}. See: [[Map Editor - Objects#Heroes]] for more information.
* Combat round limit {{withmapedhota}}: This can be used to limit players from using strategies such as [[Harpy Hag]] kiting. The limit will apply to all battles, and once it's crossed, the attacking player will automatically lose.
* Map name (max 30 characters; this field is required for maps to be visible in the game).
* Map description (max 300 characters).


==== Town Properties ====
=== Player Specs ===


<span class="mw-customtoggle-townprop" style="color:blue">''' List of Town Properties'''</span>
For each player present on the map (i.e. with at least one hero or one town), the following specifications can be applied:
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-townprop">
* Has main town: This option seems to only have an effect on the AI behaviour and for generation of starting heroes.
* Generate hero at Random Town: A random hero will be added to the map once the scenario is started, as the visitor of the main town. The random hero will be replaced by a chosen hero when selecting a scenario. Note, that the randomly generated hero is created ''after'' other random heroes on the map are assigned, and therefore if a player has one or more Random Heroes and has a random hero generated for them at their main town, they will only be able to customize one of the Random Heroes, and not the generated one, when choosing their starting town and hero.
* Playability: A player may be both available for the AI and the Human player, or only for the AI.
* Forbid hiring heroes {{withmapedhota}}: This option can be used to make the player unable to ever hire any heroes, including his own heroes if they surrender or flee combat. Use it with caution.
* Behavior: This setting can be used to specify the behaviour of the AI player (by default it is random). For more information, see: [[AI Behavior]].
* Allowed Alignments: (by default "Random") state which Towns are available to the player. The Random town pool will only roll from the available towns.


Towns can be customized in the following ways:
=== Teams ===
* General:
: * Player: This denotes the owner of the town.
: * Name: The name of the town. By default, a random name is chosen.
: * Visiting Hero: A Hero may be added here. They will stand in the gate of the castle once the map is generated. The hero can be customized just like any other hero (including Patrol). (See: [[Map Editor#Heroes]]). This option is only available if the town has an owner. Note, that if the player already has 8 heroes, an attempt to transfer a town with a hero in garrison to his ownership will be met with a warning message.
* Garrison: An army standing in the Garrison can be added. By default, no creatures appear in the garrison.
: * Formation: The Garrison army's formation (spread or grouped) can be set.
* Buildings: By default, towns have a fort, a tavern, and level 1 and 2 dwellings. Each building can be customized to be enabled (default), disabled (player cannot build it), not built (default) or already built. This can be quickly organized by using "Build All", "Demolish All", "Allow All"{{-wh}} and "Forbid All"{{-wh}} buttons. Note, that buildings may not be built without building their direct requirements (these are not actual building requirements, but rather the order buildings are placed in the expandable lists in the Map Editor. They usually include unupgraded versions of the same building, such as Mage Guild Level 1 being a direct requirement for the Mage Guild Level 2).
: * Has fort: Changes the default to exclude (or include) the fort.
* Spells: This allows for customization of spells appearing in the Mage Guild. Spells which "MUST appear" will always appear, while Spells which "MAY appear" will only appear if there are slots left once the mandatory spells have been given out. If no spells are available, and only some or none are necessary, the Mage Guild will use random available spells on the map. On the other hand, provided less spells than necessary are marked as possible and necessary to appear (and there is complete overlap between the two), the Mage Guild will contain empty spell slots that cannot be filled.
: * Spell Research{{-wh}}: This allows the town to utilise the HotA's spell research mechanic. Note, that spells that "MUST appear" may ''not'' be replaced by spell research.
* Timed Events: In this section, Timed Events applying to the town can be added. Timed Events will always go one by one from the top to the bottom on the list, and only when their chosen day occurs. If two Timed Events have the same Day of occurrence, the one on the top of the list will take place first. Note, that town's timed events only apply to the player, who owns the town, provided they are of the right type (human or computer) as specified by the event.
: * General: The mapmaker can customize the event name, message, applicable players, whether human or computer players can benefit from the event (or both), the day of first occurrence, as well as how often the event repeats ("subsequent occurrences").
: * Resources: This determines which resources are given or taken away from the player to whom the event applies. If the supply of any resource is not enough to fulfill a "Take" event, instead it is set to zero: there cannot be a negative amount of resources.
: * Buldings: A building may be built as a town event. This includes buildings disabled in the "Buildings" section of the town. If the building has already been built, nothing happens (but the Event message still plays).
: * Creatures: Chosen creatures will be added to the available recruitment pool. No creatures may be added if the player does not own their appropriate Creature Generator. Only basic creatures can be added to the supply (but if the player has the Upgraded Creature Generator, they may upgrade them immediately once the Event occurs).
</div>


==== Random Towns ====
If teams are enabled, up to 7 teams may be set with each player belonging to one, chosen Team. Teams cannot be customized if there are less than 3 players on the map.


Random Towns can be used by the mapmaker to replace any other town. Except for standard town properties, their Alignment can be customized to be one of the following:
=== Rumors ===
* Same as Owner or Random - If an owner has a specified alignment (either by choice, randomly chosen when the map is generated or set in the Map Specifications), a Town of this Alignment will replace the Random Town when the map is generated or restarted. If the Town is unowned, the Alignment is random, and a random town will replace the Random Town when the map is generated or restarted.
* Same as player (number) (color) - Only works if the player has a specified alignment, otherwise the town alignment will be randomly chosen instead. Note, that the player does ''not'' have to be the owner of the Town for this setting to apply.
* Not as player (number) (color){{-wh}} - Only works if the player has a specified alignment. The town will be replaced with a randomly chosen town but ''not'' the one assigned to the player. The player may still be the owner of the Town, even if that setting is chosen (but it will be a differently aligned town).


Random Towns can be used to give a player a town of their choice. By setting the alignment to "Same as Owner or Random" and marking a player as the owner, the player may choose the town when they choose their alignment before the game.  
Rumors appear in the Tavern. If customized, the prepared rumors will take precedence over the generic ones.  


Random Town buildings customization is different than normal: instead of enabling, forbidding, building or demolishing specific buildings, the mapmaker may do all of the above on building alternatives: Level i Creature Generators, Level i Creature Hordes, etc. As a result, unique buildings may ''not'' be built, and neither can some non-special buildings (such as: Gunpowder Warehouse, Gantry or the Vault of Ashes).
=== Special Victory condition ===


In HotA, this has been fixed and expanded, and Random Towns can be customized to enable, forbid, build or demolish any unique and special buildings.
Special Victory condition may be set to one of the following:
* [[File:Defeat All Enemies.png]] None (therefore only the standard condition, Defeat all enemies, applies);
* [[File:Acquire Artifact.png]] Acquire a specific artifact.<sup>1</sup> The specific Artifact can be the Grail, but it cannot be a Spell Scroll. The artifact does ''not'' have to exist on the map or be allowed in the Map Specifications.
* [[File:Accumulate Creatures.png]] Accumulate creatures.<sup>1,2</sup> A chosen amount of a specific creature can be set. Note, that the mapmaker may not specify more than one creature type here.
* [[File:Accumulate Resources.png]] Accumulate resources.<sup>1,2</sup> A chosen amount of one specific resource can be set.
* [[File:Upgrade Town.png]] Upgrade a specific Town.<sup>2</sup> One Hall upgrade and one Castle level must be chosen.
* [[File:Build a Grail Structure.png]] Build the Grail structure. The destination town for the Grail may be customized, or left as default - Any Town. Note, that if a player builds the Grail structure in a town other than the one chosen, the game won't end until only one player remains.
* [[File:Defeat All Monsters.png]] Eliminate all monsters {{withmapedhota}}.<sup>2</sup>
* [[File:Defeat Hero.png]] Defeat a specific hero. The hero must be present on the map or in Prison. Note, that if a player is the owner of the hero, either through hiring them or starting with them, they cannot win the game. If the hero is defeated by somebody else than the player (f.e. a Dragon Utopia), the game is not finished until only one player remains.
* [[File:Capture Town.png]] Capture a specific town.<sup>1,2</sup>
* [[File:Defeat Monster.png]] Defeat a specific monster.<sup>2</sup> The monster must be present somewhere on the map.
* [[File:Flag All Creature Dwellings.png]] Flag all creature dwellings.<sup>1,2</sup>
* [[File:Flag All Mines.png]] Flag all mines.<sup>1,2</sup>
* [[File:Transport Artifact.png]] Transport a specific artifact.<sup>1</sup> The specific Artifact can be the Grail, but it cannot be a Spell Scroll. The artifact does ''not'' have to exist on the map or be allowed in the Map Specifications. The destination town must be customized.
* [[File:Survive Until Time Expires.png]] Survive for a certain time {{withmapedhota}}.<sup>2</sup> After the chosen time, the first human player in player order (1-8) automatically wins.
<sup>1</sup> For these victory conditions, the special victory condition may be set to also apply to computer opponents.
<br><sup>2</sup> For these victory conditions, standard victory (defeat all enemies) can also be set. If it is not set, the game will go on until the special victory condition is met.  


=== Monsters ===
Note, that special victory conditions for which applicability of the standard victory condition (defeat all enemies) ''cannot'' be customized (Acquire Artifact, Transport Artifact, Build a Grail structure) by default allow the standard victory condition.


Monsters are accessible in Tools -> Objects -> Monsters, on the Toolbar, and by pressing D{{-wh}}. Monsters include all Faction-related and Neutral creatures in the order of their level, upgrade, with towns in the order of their alignment (with Cove and Factory placed last, right before the Neutral alignment), as well as Random Monsters.  
=== Special Loss condition ===
* [[File:Lose All Your Towns and Heroes.png]] None: The players lose when they lose all their towns and heroes, or they don't have any towns for a period of at least 7 days.
* [[File:Lose Town.png]] Lose a specific town: The town must be specified. The first ''player'' (including AI) to lose this town loses the game. The town does ''not'' have to be under the control of any players for this condition to be set. If the town is neutral, conquering it for the first time will ''not'' result in a victory/loss.
* [[File:Lose Hero.png]] Lose a specific hero: The first player (including AI) to lose this hero loses the game. Note, that the hero may be imprisoned.
* [[File:Time Expires.png]] Time expires: The first human player to start their turn on the chosen date loses the game.  


Note, that all Monsters (both 1-hex and 2-hex ones) occupy only one cell on the map. All monsters guard all cells that directly neighbour their cell, either vertically, horizontally or diagonally.  
=== Timed Events ===
An unlimited number of timed events can be added. Timed events automatically sort by date, but their order on a specific day can be customized, using "Move Up" and "Move Down" buttons. The following properties of events may be edited:


Pressing Right-Click on a Monster shows their level, alignment and default quantity.  
* General:
** Event name: This name only appears in the Map Editor and can help the mapmaker organize their work.
** Message: This message will play out to the players as the Event takes place.
** Players to which it applies: Specific players may be added to ignore this event. At least one player has to be marked.
** Apply event to human players: If ticked, the event will ''also'' apply to humans.
** Apply event to computer players: If ticked, the event will ''also'' apply to AI. Note, that at least one of these two options has to be marked.
** Day of first occurrence: The event will play on the chosen date.
** Subsequent occurrences: If set to "Never", the event will not repeat. If set to a different value, the event will repeat every chosen time interval. Note, that repeating events take priority over other events lower down the list.
* Resources: Here, resources given or taken from the player to which the event applies may be customized.  


==== Monster Properties ====
Note that some timed events only apply to specific towns. See: [[Map Editor - Objects#Town properties]]


Monsters may be customized in the Monster Properties.  
=== Heroes ===
The mapmaker can ban, enable and edit chosen heroes. This includes campaign heroes (such as [[Gelu]], [[Dracon]] or [[Frederick]], as well as banned-by-default heroes (such as [[Galthran]] in {{hota}}).  


<span class="mw-customtoggle-monsterprop" style="color:blue">''' List of Monster Properties'''</span>
==== Editing Heroes ====
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-monsterprop">
For editing heroes placed on the map, see [[Map Editor - Objects#Hero properties]].  
* General:
: * Quantity: Determines the amount of Monsters, placed when the game is generated or restarted. It is vital to set monster Quantity for monsters with large range in AI values (particularly level 7 and 7+ units, whose strength can be even 2-3 times greater between two stacks when the random quantity is chosen)
:: * Quantity does not grow: This setting stops monsters from growing. By default it is off, which lets Monsters grow by around 10% per week.
:: * Value{{-wh}}: Instead of customizing amount of monsters, the AI value of the stack can be set. This is particularly useful for customizing random monsters.
: * Disposition: Here, likelihood to join the hero can be set. Note, that the likelihood of joining is not set in stone, and is affected by [[Diplomacy]], [[Diplomat's Cloak|Diplomacy artifacts]], and hero's army strength. Disposition takes a value of 1-10, where 1 means "will always join" (no matter what) and 10 is "will never join" (again, no matter the previously mentioned modifiers).
:: * Compliant: Refers to a disposition value of 1.
:: * Friendly: Refers to a disposition value randomly chosen from 1-7.
:: * Aggesive: Refers to a disposition value randomly chosen from 1-10.
:: * Hostile: Refers to a disposition value randomly chosen from 4-10.
:: * Savage: Refers to a disposition value of 10.
:: * Precise setup{{-wh}}: A specific disposition value may be chosen.
: * Joining monster percentage of total count{{-wh}}: If the monsters decide to join the hero, and the player agrees, their percentage, equal to this value, will end up in the hero's army. Only values of 25, 50, 75 or 100% may be chosen. This value is 100% by default (and always in the [[Shadow of Death]]).
: * Monster never flees: The monster won't flee (but they may still decide to join the hero or attack him).
: * Join only for money{{-wh}}: Provided the monsters decide to join (see: [[Map Editor#Monster Properties|Disposition]]), they will ask for a monetary benefit. If this option is chosen, and the Joining monster percentage of total count is set to anything other than 100%, the monsters will ask for enough gold to pay for all of them, even though only a fraction will join the hero. Majority of standard multiplayer templates use these two options.<sup>{{unk}}</sup> This option is off by default (and always in the [[Shadow of Death]]). 
: * [[{{unk}}|Stack count]]{{-wh}}: Instead of letting the number of stacks be directly dependent on the army strength comparison, the number of stacks may be customized. This option is set to default, if not customized, and always in [[Shadow of Death]].
:: * Average: This option does not differ from default.<sup>{{unk}}</sup>
:: * One less, one more{{-wh}}: The number of stacks will be calculated normally, and then an extra stackk will be removed / added.
:: * 1-7: The troops will split into this exact number of stacks.
: * Custom message: This message will play before the fight. Note, that the message will ''not'' provide an option to back out from the battle.
* Treasure: Any number of any resources, as well as a chosen artifact (including those banned in the Map Specifications) may be added to the monster's treasure. The treasure will be awarded to the hero, provided they won the battle. If both the monster and the hero is defeated (f.e. due to [[Armageddon]]), the treasure will be lost.<sup>{{unk}}</sup> By default, monsters do not have any treasure.
</div>


==== Random Monsters ====
Heroes can be customized on the map as a whole in the following ways:
* General
** Name.
** Experience (and Experience level {{withmapedhota}}).
** Portrait. Note, that portraits ''can'' repeat between different heroes; on top of that, heroes may use campaign portraits.
** Gender. This only changes the appearance on the map.
** Always add skills {{withmapedhota}}: If set to true, the hero will gain extra skills from the additional experience customized above.
** Hero can't gain experience {{withmapedhota}}: If set to true, the hero will not be able to gain any experience, no matter the experience level limit for the map.
** May be hired by: The following players may hire this hero. Other players will not see the hero in the tavern, or in the Adventure Map [[Tavern]]. Note, that heroes in [[Prison]]s or [[Hero Camp]]s{{-wh}} may be hired, even if this option states otherwise.
* Biography.
* Primary skills: These are the ''starting'' primary skills. Higher level heroes will be automatically levelled up, and therefore will have the appropriately higher primary skills.
* Secondary skills: These are the ''starting'' secondary skills. See Primary skills.
* Artifacts: Various artifacts, excluding the Grail and Spell scrolls {{withmaped}} (available in {{hota}}), may be added here.
** Has spellbook.
* Spells: These spells will appear in the hero's spellbook, provided he has one, at the beginning of the game.


Random Monsters can be of a specified or a non-specified level. Specified-level random monsters will be replaced with the random monster, of the appropriate level (randomly upgraded or unupgraded), when the map is generated or restarted. Their quantity will be randomly generated from the quantity pool for that monster (which is visible when right-clicking the appropriate monsters on the right). Note, that a random monster's properties may be customized just like any other monster's. Note, that the chosen quantity will override any default quantity, and thus if the random monster is particularly stronger than their equivalent-level comrades, the chosen quantity will pose an extra threat to the payer. Value option{{-wh}} may be used to alter the quantity of monsters to always as closely resemble a chosen AI value as possible. This is particularly noticeable on lower level creatures - since they have lower AI value per unit, the map editor will more readily replace them with the appropriate AI value.  
Note, that specialities and starting armies may ''not'' be customized. Therefore it is advised to customize a hero with the appropriate specialty to fit your desired hero.


Non-specified level random monsters increase the pool of available monsters to all creatures, from a [[Peasant]] to an [[Azure Dragon]]. It is recommended to avoid using this feature.  
=== Artifacts ===
Chosen artifacts may be banned here. They will not be ''randomly'' spawned as a reward or as a replacement for Random Artifacts. They may still be added to Heroes, Creature Banks, Seer's Hut rewards or placed on the map by the mapmaker.  


=== Spells ===
The mapmaker may ban chosen spells here (only in {{sod}} and {{hota}} Map Editor). They will not ''randomly'' spawn in Mage guilds or Spell scrolls and won't be accessible from artifacts such as Spell scrolls, [[Tome of Air|Tomes of elements]] or the [[Spellbinder's Hat]].  Adding them to a Mage guild manually won't work.


=== Secondary skills ===
Available secondary skills can be customized by banning or enabling chosen skills. Heroes who start with a banned skill will still be able to upgrade them, but other heroes won't be able to learn these skills, apart from the Universities (as long as they're customized to give the chosen skill), customized Scholars, Events and Pandora's Boxes. Witch Huts will automatically ignore banned skills when choosing a random skill to teach, and if customized to only provide a banned skill, will appear empty, with an appropriate message.


{{Fanopinion|
For further support with the Map Editor, see [[Map Editor - Guide]].
}}<!-- end of fan opinion -->


= Gallery =  
= Gallery =  
<gallery>
<gallery>
File:Map editor icon.png|The base Homm3 map editor
File:Road and Monster cell explanation.png|Road and monster-guarded cells explained {{withmaped}} (identical in the [[HotA]] Map Editor {{withmapedhota}})
File:Map editor icon (HotA).png|The updated Homm3 HotA map editor{{-wh}}
File:Right-click objects maped.png|Right-clicking objects in the Map Editor {{withmapedhota}} (identical in the [[Shadow of Death]] Map Editor {{withmaped}})
File:Random town small.png|The way a random town appears in the map editor.
File:Monster what's this maped.png|What's This? For monsters {{withmapedhota}}
File:Add artifact to hero.png|Add artifact to hero screen
File:Right-click monster maped.png|Right-clicking monsters on the right bar of the Map Editor {{withmapedhota}} (identical in the [[Shadow of Death]] Map Editor {{withmaped}})
File:Add artifact to hero (HotA).png|Updated add artifact to hero screen{{-wh}}
File:Warning no available heroes maped.png|Warning that displays when hero limit is exceeded {{withmapedhota}} (identical in the [[Shadow of Death]] Map Editor {{withmaped}})
File:Player0 Warning Maped.png|Warning that displays when no player is chosen when placing a hero {{withmapedhota}} (identical in the [[Shadow of Death]] Map Editor {{withmaped}})
File:Add artifact to hero.png|Add artifact to hero
File:Add artifact to hero (HotA).png|Add artifact to hero ({{hota}})
File:Lighthouse properties.png|Lighthouse properties
</gallery>
</gallery>


==See Also==
{{Map Editor 'see also'}}
* [[Map Attributes]]


External resources (in Polish only):  
External resources (in Polish only):  
* [[https://www.heroes3.eu/porady/poradnik-mapmakera/edytor-map-bez-tajemnic Edytor Map bez tajemnic - jak skutecznie z niego korzystać]]. [English title: Map Editor - how to successfully use it].  
* [https://www.heroes3.eu/porady/poradnik-mapmakera/edytor-map-bez-tajemnic Edytor Map bez tajemnic - jak skutecznie z niego korzystać]. [English title: Map Editor - how to successfully use it].  
* [[https://www.heroes3.eu/porady/poradnik-mapmakera/wypelnienie-mapy Mapa Przygody - część 1: Wypełnienie mapy]]. [English title: Adventure Map - part 1: Filling the map].  
* [https://www.heroes3.eu/porady/poradnik-mapmakera/wypelnienie-mapy Mapa Przygody - część 1: Wypełnienie mapy]. [English title: Adventure Map - part 1: Filling the map].  
* [[https://www.heroes3.eu/porady/poradnik-mapmakera/zagospodarowanie-terenu Mapa Przygody - część 2: Zagospodarowanie terenu]]. [English title: Adventure Map - part 2: Land development].  
* [https://www.heroes3.eu/porady/poradnik-mapmakera/zagospodarowanie-terenu Mapa Przygody - część 2: Zagospodarowanie terenu]. [English title: Adventure Map - part 2: Land development].  


[[Category:Map Editor]]
[[Category:Map Editor]]

Latest revision as of 12:07, 4 October 2024

Map Editor is an official tool, used to create custom maps. It can be found in the game folder as "h3maped.exe" (Map Editor) and "h3hota_maped.exe" Horn of the Abyss (Horn of the Abyss (Campaign/Custom)).

Map versions[edit | hide | hide all]

Base Homm3 Map Editor
Base Homm3 Map Editor
Updated HotA Map Editor
Updated HotA Map Editor

Each expansion updated the map editor, adding new Adventure map objects and features; as a result, only maps with the same or older version than the one used by the editor itself can be created or altered.

All changes made to a map using a more updated map editor than the one the map was originally made with will automatically update the map to the newer version.

The Horn of the Abyss Map Editor Horn of the Abyss (Campaign/Custom) is the most recently updated version of the editor.

Layout[edit | hide]

The Map Editor consists of the following layout:

On the top of the Map Editor, from top to bottom, are placed the Menu bar, the Toolbar and the Mode bar. The map is placed in the middle, and around it are x- and y- coordinates. The minimap on the right shows the visible minimap of the currently shown layer. Below it lies the object bar, where currently chosen objects (be in on the Mode bar or using Tools -> Objects) are shown.

You can browse the objects from a chosen category on the Object Bar, using the slider (changed for the mouse scroll in HotA Horn of the Abyss (Campaign/Custom)). You can move the map using the sliders below and directly on the right of the map, or by using the arrow keys, the mouse scroll Map Editor or by pressing the middle mouse button and moving the cursor towards the desired part of the map.

Menu bar tabs[edit | hide]

All of the following tabs and tools appear in the Menu bar.

File[edit | hide]

File menu
  • All custom text in a map, including all timed events, Hero names, Hero backstories, Pandora's Boxes and Events messages, Artifact and Monster messages, etc. can be exported (through File -> Export Text) into a map_name.txt file, where map_name is the name of the map. The text can be then edited in any text editor, f.e. Notepad. As long as the placement of line breaks between custom texts and custom text descriptions are unaltered, this file can then be imported (via File -> Import Text) back into the map, replacing all custom text.

Edit[edit | hide]

Edit menu
  • Edit -> Undo and Redo (also accessible on the Toolbar as the two arrows, or by pressing Ctrl + Z and Ctrl + Y respectively) can be used on any and all changes to the map.
  • 'Edit -> 'Cut, Copy, Paste and Delete (also available on the Toolbar) can be used on a single object at a time. They cannot be used on Basic Terrain, Roads, or Rivers. These four tools can be activated using standard Windows keys, namely Ctrl + X, Ctrl + C, Ctrl + V and Delete.
  • The Find tool (Edit -> Find, or in the ) can be used to find all objects of a specified object type on the map. It can be activated using Ctrl+F. The subsequent objects of the same type can be found by pressing F3. In HotA Horn of the Abyss (Campaign/Custom), the search tool can be used to find Border Gates, Keymaster's Tents and Monoliths of a specified color ( Horn of the Abyss (Campaign/Custom)).

View[edit | hide]

View menu
  • 'View -> Zoom in and View -> Zoom out (note that both are available on the Toolbar as looking glass icons with + and - sign, appropriately)
  • View -> Underground (Ctrl+ U) can be used to switch between the surface and the underground of the map, provided the map has an underground layer. It's also available on the Toolbar as a red arrow pointing downwards on a black square.
  • View -> Grid (Ctrl + G) can be used to view the grid separating each tile. This option is available on the right side of the Toolbar as a grid icon.
  • View -> Passability (Ctrl + P, or one yellow and 2 red squares on the Toolbar) can be used to view the accessibility of different objects and visit cells. This can allow the mapmaker to see which tiles are accessible from where, whether a monster guards an object, etc. Passability shows three tile colors:
* Red: These tiles are not passable (f.e. because they contain an obstacle or a part of an object).
* Yellow: These tiles are a part of objects and may be visited. Usually, they should be accessible. If they are surrounded by impassable tiles, they will be unreachable to heroes.
* Not-colour: These tiles are passable, but not interactable.
Note, that the exact passage to each object can be found by following the arrow-icons on the appropriate object's wiki entry. All monsters cover one tile and guard all tiles around them, except for land tiles by monsters placed on water and vice versa.
  • View -> Object animation (Ctrl + A) can be used to switch on or off the animation of all objects on the currently edited map. It is advised to turn off the animation when using slower devices.
  • View -> Terrain animation (Ctrl + T) can be used to switch on or off the animation of the terrain, particularly the water, on the currently edited map. It is advised to turn off the animation when using slower devices.
  • View -> Toolbar, Mode Bar and Status Bar can be used to switch the appropriate bars on or off. See the Map Editor#Layout

Tools[edit | hide]

Eraser tool Tools menu

  • Tools -> Erase (also available through the Mode Bar as the pencil eraser icon) can be used to remove all objects except Basic Terrains. The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush. These Eraser brushes are available by pressing Shift + Z, Shift + X, Shift + C and Shift + V respectively.
  • Tools -> Validate Map (or pressing M Horn of the Abyss (Campaign/Custom)) can be used to find errors or issues in the map. Note that maps may work without fixing some of the issues. Possible issues include, among others, lack of players, inaccessible visitable cells, lack of customization in the Map Specifications (particularly the title, description and the players), presence of Border Guards without their appropriate Keymaster's Tents and vice versa, presence of unconnected Monoliths or Subterranean Gates and presence of Subterranean Gates without the underground layer. Note that some issues will not be pointed by this tool, for example presence of Airships on Water, not next to shore (where they cannot be accessed).
  • Tools -> Options can be used to customize the following Map Editor features:
    • "Frequency of decorative terrain tiles" (they will automatically appear whenever a new terrain patch is placed),
    • "Repaint entire map with this setting" may be used to "beautify" the map with decorative terrain tiles.
    • "AutoSave options" (whether it's unabled and how often should the map AutoSave),
    • Object panel size (in the number of objects per line and the size of each object, respectively).

Player[edit | hide]

Player

  • Player -> No player and Player -> Player (number) (color) can be used to assign on all Towns, Mines, Creature Generators and Heroes placed after the setting was chosen to the currently chosen player. If the "No player" option is chosen, no Heroes can be placed on the map, and all new Towns, Mines and Creature Generators are assigned to be neutral. Note, that changing player once an object remains on the map will not have any effect on it.

Help[edit | hide]

Help

  • Help. Seemingly, help does not work, except for the "About Map Editor" tab.

Tools[edit | hide]

All of the following tools can be accessed via Tools ->, as well as by pressing their appropriate icons on the Mode bar. Their variations appear on the Object bar, replacing usual objects.

Terrain[edit | hide]

Terrain tool Tools -> Terrain Terrain can be placed using the Terrain Tool (first icon on the Mode bar). The size of the brush is customizable - 1x1, 2x2, 4x4 or Area Brush (accessible on the Tool Bar, in Tools ->, as well as once "Z", "X", "C" or "V" are pressed Horn of the Abyss (Campaign/Custom), respectively), where the latter can be used to drag over a chosen area to cover it with the chosen terrain. Placing different types of terrain next to each other, particularly when using Rock or Water, causes the Map Editor to automatically adjust the shape of the terrain to best match the covered tiles. The Map Editor will try to minimize small pools of Water and Rock and connect nearby patches of a similar terrain. Note, that tiles that are half-land and half-water count as water tiles, and tiles that are half-land half-rock count as rock tiles (and half-water half-rock still counts as rock).

In the HotA Map Editor Horn of the Abyss (Campaign/Custom), Terrains can be chosen by pressing the following keys:

  • 1: Dirt
  • 2: Sand
  • 3: Grass
  • 4: Snow
  • 5: Swamp
  • 6: Rough
  • 7: Subterranean
  • 8: Lava
  • 9: Highland
  • 0: Wasteland
  • -: Water
  • =: Rock

Note that for heroes on land, Water cells count as impassable (blocked) cells and vice versa. Rock is always impassable, and additionally, no objects may be placed on Rock (even if only one cell of an object lies on the Rock, the Map Editor will reject and revert that placement).

Rivers[edit | hide]

River tool

Rivers can be placed using the River Tool (second icon on the Mode bar). There are 4 types of rivers available:

  • Clear rivers (Alt + 1 Horn of the Abyss (Campaign/Custom))
  • Icy rivers (Alt + 2 Horn of the Abyss (Campaign/Custom))
  • Muddy rivers (Alt + 3 Horn of the Abyss (Campaign/Custom))
  • Lava rivers (Alt + 4 Horn of the Abyss (Campaign/Custom))

A special eraser for rivers is available under the same part of the toolbar (Alt + 5).

Rivers may not be placed on Rock or Water terrain.

Roads[edit | hide]

Road tool

Roads can be placed using the Road Tool (3rd icon on the Mode bar). There are 3 types of roads available:

  • Dirt roads (Shift + 1 Horn of the Abyss (Campaign/Custom))
  • Gravel roads (Shift + 2 Horn of the Abyss (Campaign/Custom))
  • Cobblestone roads (Shift + 3 Horn of the Abyss (Campaign/Custom))

Roads have a special eraser, available under the same part of the toolbar (Shift + 4).

Roads may not be placed on Rock or Water terrain.

Obstacles[edit | hide]

Obstacle tool before selecting area Obstacle tool after selecting area Random, terrain-fitting obstacles can be placed on the map in a brushed area by using the Obstacle Tool (5th icon on the Mode bar). The obstacle brush can be "solid" (obstacles appear only and exactly on all passable and impassable tiles on which the solid brush was placed) or "fuzzy" (obstacles appear on all passable and impassable tiles of the solid part of the fuzzy brush, and may appear on random non-solid tiles on which the fuzzy brush was placed). The size of the brush is customizable (1x1, 2x2, 4x4, Area) and is accessible through Tools -> Obstacles or by pressing Shift + Q, Shift + W, Shift + E and Shift + R for the Solid Brush (respectively for each size) and Shift + Alt + Q, Shift + Alt + W, Shift + Alt + E, Shift + Alt + R for the fuzzy brush (again, respectively for each size).

Obstacle tool has its own Eraser that can be used to clear the solid or fuzzy brush. The "solid eraser" removes both the solid and the fuzzy brush, while the "fuzzy eraser" removes the solid and the fuzzy brush and replaces all tiles marked with either obstacle brush surrounding the cleared tiles with a fuzzy obstacle tool brush. The obstacle erasers are accessible through Tools -> Obstacles, as well as by pressing Shift + A, Shift + S, Shift + D and Shift + F for the solid eraser (respectively for each size) or Shift + Alt + A, Shift + Alt + S, Shift + Alt + D and Shift + Alt + F for the fuzzy eraser (again, respectively for each size).

Once the desired area is brushed with either fuzzy or solid brush strokes, the mapmaker may use the Place Obstacles tool (Shift + O) to fill the brushed area with random, terrain-fitting obstacles.

Objects[edit | hide]

See: Map Editor - Objects.

Map Specifications[edit | hide]

Map Specifications, accessible through Tools ->, as well as by pressing Ctrl+Enter, consist of various customizable map rules.

General[edit | hide]

The general map specifications specify:

  • Map version. Note, that Map Editors cannot recognize other map versions than those they can save as; as a result, SoD Map Editor Map Editor will only recognize RoE Restoration of Erathia, AB Armageddon's Blade and SoD Shadow of Death map versions. The HotA Map Editor Horn of the Abyss (Campaign/Custom) will state the map version to be HotA, even if the last saved edit was done in an older map editor version.
  • Map difficulty. Note, that despite what the Difficulty page states, Easy, Normal, Hard, Expert and Impossible Map difficulty determine AI behaviour and are entirely separate from 80%, 100%, 130%, 160%, 200% (also known as Easy, Normal, Hard, Expert, Impossible) game difficulty, which primarily controls human and AI resources, AI growth and resource growth as well as the AI behaviour, but to a much lesser extent. Map difficulty is set here in the Map Specifications, while the game difficulty is set by the player when starting a scenario.
  • Allowed game Difficulty Horn of the Abyss (Campaign/Custom). The player will not be able to select other difficulty than one from the list.
  • Existance of the underground ("Two level map"). Note, that the Underground may be added or removed during the game.
  • Whether monster/plague weeks should be allowed Horn of the Abyss (Campaign/Custom). If disabled, all weeks will have no effect.
  • Whether the map is an Arena Horn of the Abyss (Campaign/Custom).As the Map Editor itself states: "An arena map is a map designed for a single fight of two heroes with a preliminary preparation. Such map must contain at least one combat place." The HotA Map Editor will warn the first time a map is set as an Arena; however, disagreeing with the message (to revert the change) has no effect and the message never reappears.
  • Hero experience level limit. Heroes will not be able to level up past that level. This option is unavailable in Restoration of Erathia. See: Map Editor - Objects#Heroes for more information.
  • Combat round limit Horn of the Abyss (Campaign/Custom): This can be used to limit players from using strategies such as Harpy Hag kiting. The limit will apply to all battles, and once it's crossed, the attacking player will automatically lose.
  • Map name (max 30 characters; this field is required for maps to be visible in the game).
  • Map description (max 300 characters).

Player Specs[edit | hide]

For each player present on the map (i.e. with at least one hero or one town), the following specifications can be applied:

  • Has main town: This option seems to only have an effect on the AI behaviour and for generation of starting heroes.
  • Generate hero at Random Town: A random hero will be added to the map once the scenario is started, as the visitor of the main town. The random hero will be replaced by a chosen hero when selecting a scenario. Note, that the randomly generated hero is created after other random heroes on the map are assigned, and therefore if a player has one or more Random Heroes and has a random hero generated for them at their main town, they will only be able to customize one of the Random Heroes, and not the generated one, when choosing their starting town and hero.
  • Playability: A player may be both available for the AI and the Human player, or only for the AI.
  • Forbid hiring heroes Horn of the Abyss (Campaign/Custom): This option can be used to make the player unable to ever hire any heroes, including his own heroes if they surrender or flee combat. Use it with caution.
  • Behavior: This setting can be used to specify the behaviour of the AI player (by default it is random). For more information, see: AI Behavior.
  • Allowed Alignments: (by default "Random") state which Towns are available to the player. The Random town pool will only roll from the available towns.

Teams[edit | hide]

If teams are enabled, up to 7 teams may be set with each player belonging to one, chosen Team. Teams cannot be customized if there are less than 3 players on the map.

Rumors[edit | hide]

Rumors appear in the Tavern. If customized, the prepared rumors will take precedence over the generic ones.

Special Victory condition[edit | hide]

Special Victory condition may be set to one of the following:

  • None (therefore only the standard condition, Defeat all enemies, applies);
  • Acquire a specific artifact.1 The specific Artifact can be the Grail, but it cannot be a Spell Scroll. The artifact does not have to exist on the map or be allowed in the Map Specifications.
  • Accumulate creatures.1,2 A chosen amount of a specific creature can be set. Note, that the mapmaker may not specify more than one creature type here.
  • Accumulate resources.1,2 A chosen amount of one specific resource can be set.
  • Upgrade a specific Town.2 One Hall upgrade and one Castle level must be chosen.
  • Build the Grail structure. The destination town for the Grail may be customized, or left as default - Any Town. Note, that if a player builds the Grail structure in a town other than the one chosen, the game won't end until only one player remains.
  • Eliminate all monsters Horn of the Abyss (Campaign/Custom).2
  • Defeat a specific hero. The hero must be present on the map or in Prison. Note, that if a player is the owner of the hero, either through hiring them or starting with them, they cannot win the game. If the hero is defeated by somebody else than the player (f.e. a Dragon Utopia), the game is not finished until only one player remains.
  • Capture a specific town.1,2
  • Defeat a specific monster.2 The monster must be present somewhere on the map.
  • Flag all creature dwellings.1,2
  • Flag all mines.1,2
  • Transport a specific artifact.1 The specific Artifact can be the Grail, but it cannot be a Spell Scroll. The artifact does not have to exist on the map or be allowed in the Map Specifications. The destination town must be customized.
  • Survive for a certain time Horn of the Abyss (Campaign/Custom).2 After the chosen time, the first human player in player order (1-8) automatically wins.

1 For these victory conditions, the special victory condition may be set to also apply to computer opponents.
2 For these victory conditions, standard victory (defeat all enemies) can also be set. If it is not set, the game will go on until the special victory condition is met.

Note, that special victory conditions for which applicability of the standard victory condition (defeat all enemies) cannot be customized (Acquire Artifact, Transport Artifact, Build a Grail structure) by default allow the standard victory condition.

Special Loss condition[edit | hide]

  • None: The players lose when they lose all their towns and heroes, or they don't have any towns for a period of at least 7 days.
  • Lose a specific town: The town must be specified. The first player (including AI) to lose this town loses the game. The town does not have to be under the control of any players for this condition to be set. If the town is neutral, conquering it for the first time will not result in a victory/loss.
  • Lose a specific hero: The first player (including AI) to lose this hero loses the game. Note, that the hero may be imprisoned.
  • Time expires: The first human player to start their turn on the chosen date loses the game.

Timed Events[edit | hide]

An unlimited number of timed events can be added. Timed events automatically sort by date, but their order on a specific day can be customized, using "Move Up" and "Move Down" buttons. The following properties of events may be edited:

  • General:
    • Event name: This name only appears in the Map Editor and can help the mapmaker organize their work.
    • Message: This message will play out to the players as the Event takes place.
    • Players to which it applies: Specific players may be added to ignore this event. At least one player has to be marked.
    • Apply event to human players: If ticked, the event will also apply to humans.
    • Apply event to computer players: If ticked, the event will also apply to AI. Note, that at least one of these two options has to be marked.
    • Day of first occurrence: The event will play on the chosen date.
    • Subsequent occurrences: If set to "Never", the event will not repeat. If set to a different value, the event will repeat every chosen time interval. Note, that repeating events take priority over other events lower down the list.
  • Resources: Here, resources given or taken from the player to which the event applies may be customized.

Note that some timed events only apply to specific towns. See: Map Editor - Objects#Town properties

Heroes[edit | hide]

The mapmaker can ban, enable and edit chosen heroes. This includes campaign heroes (such as Gelu, Dracon or Frederick, as well as banned-by-default heroes (such as Galthran in Horn of the Abyss).

Editing Heroes[edit | hide]

For editing heroes placed on the map, see Map Editor - Objects#Hero properties.

Heroes can be customized on the map as a whole in the following ways:

  • General
    • Name.
    • Experience (and Experience level Horn of the Abyss (Campaign/Custom)).
    • Portrait. Note, that portraits can repeat between different heroes; on top of that, heroes may use campaign portraits.
    • Gender. This only changes the appearance on the map.
    • Always add skills Horn of the Abyss (Campaign/Custom): If set to true, the hero will gain extra skills from the additional experience customized above.
    • Hero can't gain experience Horn of the Abyss (Campaign/Custom): If set to true, the hero will not be able to gain any experience, no matter the experience level limit for the map.
    • May be hired by: The following players may hire this hero. Other players will not see the hero in the tavern, or in the Adventure Map Tavern. Note, that heroes in Prisons or Hero Camps Horn of the Abyss may be hired, even if this option states otherwise.
  • Biography.
  • Primary skills: These are the starting primary skills. Higher level heroes will be automatically levelled up, and therefore will have the appropriately higher primary skills.
  • Secondary skills: These are the starting secondary skills. See Primary skills.
  • Artifacts: Various artifacts, excluding the Grail and Spell scrolls Map Editor (available in Horn of the Abyss), may be added here.
    • Has spellbook.
  • Spells: These spells will appear in the hero's spellbook, provided he has one, at the beginning of the game.

Note, that specialities and starting armies may not be customized. Therefore it is advised to customize a hero with the appropriate specialty to fit your desired hero.

Artifacts[edit | hide]

Chosen artifacts may be banned here. They will not be randomly spawned as a reward or as a replacement for Random Artifacts. They may still be added to Heroes, Creature Banks, Seer's Hut rewards or placed on the map by the mapmaker.

Spells[edit | hide]

The mapmaker may ban chosen spells here (only in Shadow of Death and Horn of the Abyss Map Editor). They will not randomly spawn in Mage guilds or Spell scrolls and won't be accessible from artifacts such as Spell scrolls, Tomes of elements or the Spellbinder's Hat. Adding them to a Mage guild manually won't work.

Secondary skills[edit | hide]

Available secondary skills can be customized by banning or enabling chosen skills. Heroes who start with a banned skill will still be able to upgrade them, but other heroes won't be able to learn these skills, apart from the Universities (as long as they're customized to give the chosen skill), customized Scholars, Events and Pandora's Boxes. Witch Huts will automatically ignore banned skills when choosing a random skill to teach, and if customized to only provide a banned skill, will appear empty, with an appropriate message.

User commentary

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Some may find the information in this section subjective or irrelevant.

For further support with the Map Editor, see Map Editor - Guide.


Gallery[edit | hide]

See also:[edit | hide]


External resources (in Polish only):