List of map templates: Difference between revisions
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===Clash of Dragons=== | ===Clash of Dragons=== | ||
This template is played without any rules, like Anarchy. The most valuable treasure zones have neutral dragon dwellings, while the gameplan is based on joining the guards in these zones using Diplomacy. | |||
Specifications: | |||
*Map size: XL+U. | |||
*Content types clarification: | |||
**72 (player zones): content types (300–1900, 15), (2000–5000, 4), (5000–9000, 6). | |||
**93 (white zones): content types (300–1900, 15), (5000–12000, 2), (10000–20000, 4). | |||
**336 (upper gold zones): content types (300–1900, 10), (10000–15000, 8), (20000–25000, 10). | |||
**375 (lower gold zones): content types (20000–30000, 15). | |||
**519 (intermediary gold zones): content types (300–1900, 6), (10000–15000, 10), (20000–25000, 15). | |||
**800 (central gold zones, below): content types (80000–80000, 10). | |||
**1000 (central gold zones, above): content types (80000–120000, 10). | |||
*Starting player zones (1, 14) have the native terrain of their corresponding town. Neighboring zones 2, 15, as well as central zones 6–9 — grass or subterranean. Intermediary zones 4, 17 — dirt or subterranean. Upper Zones 3, 16 — always lava. The rest (5, 18, 10–13) — snow or subterranean. | |||
*Different towns of the same zone are allowed to have different alignments. | |||
*Towns in zones 5, 18 are always Towers. | |||
*Only Rampart, Dungeon and neutral creatures are generated in zones 6–13. | |||
*Zones 6–13 contain only neutral dwellings; Pandora’s Boxes in these zones and Seer Huts requesting artifacts from these zones can have only neutral creatures as rewards. | |||
*Guards can be accepted for free. 100% of group is accepted. | |||
*Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards. | |||
*Banned heroes: | |||
**{{h|Lord Haart|0=}} | |||
**{{h|Ranloo|0=}}{{-wh}} | |||
*Allowed heroes: | |||
**{{h|Sir Mullich|image=Sir Mullich (HotA)|0=}} | |||
**{{h|Galthran|image=Galthran (HotA)|0=}} | |||
*Allowed artifacts: | |||
**{{An|Orb of Inhibition}} | |||
**{{An|Recanter's Cloak}} | |||
*Banned object: | |||
**[[New Hill Fort]]{{-wh}} | |||
*Allowed objects: | |||
**[[Sanctuary]] | |||
**[[Cartographer]] | |||
**[[Hill Fort]] | |||
*Value of Spell Scrolls is reduced: 4th level spells — from 8000 to 4000, 5th level spells — from 10000 to 5000, Fly/Dimension Door/Town Portal — from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4. | |||
*Special weeks are allowed. | |||
*Combat round limit is 100. | |||
*Other differences from SoD version: | |||
**There cannot be more mines in the zone than the number on layout prescribes. | |||
*Suggested rules and settings: | |||
**Map size: XL+U. | |||
**The other rules are the same as Anarchy template rules: https://h3hota.com/en/rules#template-rules/anarchy | |||
===Jebus Cross=== | ===Jebus Cross=== | ||
One of the most popular templates overall, due to its simple layout and fast pace. Every player starts on a big, poorly guarded and rich zone with the native terrain. From the starting zone them may enter the extra-rich central zone. To do so, they must defeat strong passage guards. Once got into the central zone, the player starts to accumulate power rapidly, that’s why it’s crucial to get there as soon as possible (even on the first week). This template is not considered well-balanced, because the outcome depends greatly on the starting zones contents. | |||
Specifications: | |||
*Map size: XL-U or L-U. | |||
*Content types clarification: | |||
**103 (player zones): content types (300–3000, 14), (5000–16000, 6), (12000–22000, 1). | |||
**610 (central gold zone): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3). | |||
*Zones 2–5 have the native terrain of their corresponding town. Zone 1 is always sand. | |||
*Different towns of the same zone are allowed to have different alignments. | |||
*Zones 2–5 are set up symmetrically around the central zone 1. | |||
*Banned hero: | |||
**{{h|Ranloo|0=}}{{-wh}} | |||
*Allowed hero: | |||
**{{h|Galthran|image=Galthran (HotA)|0=}} | |||
*Maximum amount of Taverns, Mineral Springs and Hermit’s Shacks per zone is increased to 3. | |||
*Ancient Lamps are enabled in zones 1–4. | |||
*Special weeks are disabled. | |||
*Combat round limit is 100. | |||
*Other differences from SoD version: | |||
**There cannot be more mines in the zone than the number on layout prescribes. | |||
**All town and guard alignments are allowed. | |||
*Suggested rules and settings: | |||
**https://h3hota.com/en/rules#template-rules/jebus-cross | |||
==Other Templates== | ==Other Templates== |
Revision as of 20:36, 23 January 2024
This list contains all the random map templates in Restoration of Erathia, Armageddon's Blade, Shadow of Death, Horn of the Abyss, HD Mod, and tournaments. Information sourced from the official Horn of the Abyss website.
Notable Templates
Original Template Pack
This template pack is also known as Default template. It is a template pack that consists of multiple different templates suitable for various map configurations in terms of size and amount of players. Before generation starts, if this pack is used, one template is randomly selected from all the templates corresponding to the selected configuration. Although extensive, this template pack is believed to be not quite optimized for multiplayer sessions.
Clash of Dragons
This template is played without any rules, like Anarchy. The most valuable treasure zones have neutral dragon dwellings, while the gameplan is based on joining the guards in these zones using Diplomacy.
Specifications:
- Map size: XL+U.
- Content types clarification:
- 72 (player zones): content types (300–1900, 15), (2000–5000, 4), (5000–9000, 6).
- 93 (white zones): content types (300–1900, 15), (5000–12000, 2), (10000–20000, 4).
- 336 (upper gold zones): content types (300–1900, 10), (10000–15000, 8), (20000–25000, 10).
- 375 (lower gold zones): content types (20000–30000, 15).
- 519 (intermediary gold zones): content types (300–1900, 6), (10000–15000, 10), (20000–25000, 15).
- 800 (central gold zones, below): content types (80000–80000, 10).
- 1000 (central gold zones, above): content types (80000–120000, 10).
- Starting player zones (1, 14) have the native terrain of their corresponding town. Neighboring zones 2, 15, as well as central zones 6–9 — grass or subterranean. Intermediary zones 4, 17 — dirt or subterranean. Upper Zones 3, 16 — always lava. The rest (5, 18, 10–13) — snow or subterranean.
- Different towns of the same zone are allowed to have different alignments.
- Towns in zones 5, 18 are always Towers.
- Only Rampart, Dungeon and neutral creatures are generated in zones 6–13.
- Zones 6–13 contain only neutral dwellings; Pandora’s Boxes in these zones and Seer Huts requesting artifacts from these zones can have only neutral creatures as rewards.
- Guards can be accepted for free. 100% of group is accepted.
- Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards.
- Banned heroes:
- Allowed heroes:
- Allowed artifacts:
- Banned object:
- Allowed objects:
- Value of Spell Scrolls is reduced: 4th level spells — from 8000 to 4000, 5th level spells — from 10000 to 5000, Fly/Dimension Door/Town Portal — from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4.
- Special weeks are allowed.
- Combat round limit is 100.
- Other differences from SoD version:
- There cannot be more mines in the zone than the number on layout prescribes.
- Suggested rules and settings:
- Map size: XL+U.
- The other rules are the same as Anarchy template rules: https://h3hota.com/en/rules#template-rules/anarchy
Jebus Cross
One of the most popular templates overall, due to its simple layout and fast pace. Every player starts on a big, poorly guarded and rich zone with the native terrain. From the starting zone them may enter the extra-rich central zone. To do so, they must defeat strong passage guards. Once got into the central zone, the player starts to accumulate power rapidly, that’s why it’s crucial to get there as soon as possible (even on the first week). This template is not considered well-balanced, because the outcome depends greatly on the starting zones contents.
Specifications:
- Map size: XL-U or L-U.
- Content types clarification:
- 103 (player zones): content types (300–3000, 14), (5000–16000, 6), (12000–22000, 1).
- 610 (central gold zone): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3).
- Zones 2–5 have the native terrain of their corresponding town. Zone 1 is always sand.
- Different towns of the same zone are allowed to have different alignments.
- Zones 2–5 are set up symmetrically around the central zone 1.
- Banned hero:
- Allowed hero:
- Maximum amount of Taverns, Mineral Springs and Hermit’s Shacks per zone is increased to 3.
- Ancient Lamps are enabled in zones 1–4.
- Special weeks are disabled.
- Combat round limit is 100.
- Other differences from SoD version:
- There cannot be more mines in the zone than the number on layout prescribes.
- All town and guard alignments are allowed.
- Suggested rules and settings:
Other Templates
2sm2c(2)
2sm4d(3)
6lm10a
8mm6a
8xm12a
Anarchy
Apocalypse
Black'n'Blue
Boomerang
Diamond
Firewalk
Kerberos
Mini-Nostalgia
Nine-day Wonder
Nostalgia
Skirmish(M)
Spider
Mirror Templates
h3dm1
One of the most popular mirror templates. This template follows a simple gameplan: starting zone > secondary town zone > treasure zone. Treasure zones contain rich rewards, but are often small and lack the most valuable treasures, like Relic artifacts. Connection guards are considered difficult on the first week, but starting from the second week they become an easy goal, thus letting players to pass them and get in contact with their opponents. Although, early contact is not guaranteed due to complicated map topology, so players are forced to clear the treasure zones and conduct spell research, as on XL+U maps. This template is considered to be among the most balanced ones.
Specifications:
- Map size: L+U.
- Content types clarification:
- 58 (player zones and white zones): content types (100–3000, 12), (3000–6000, 6), (10000–15000, 1).
- 244 (gold zones): content types (6000–8999, 9), (10000–17000, 9), (17000–20000, 3).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
- Zones 1–4 and their mirror copies have the native terrain of their corresponding town. Zones 5–10 and their mirror copies are generated with random terrain.
- Banned heroes:
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_Andromeda
This is a mirror XL+U template, suitable for long and rather contactless games, heavily based on exploration and spell research. Treasure zones are not so rich and cannot contain Relic artifacts. Due to having underground tunnels replaced by fully functional surface layer, this template generates maps effectively bigger than regular XL+U, which is compensated by having obligatory roads for every connection.
Specifications:
- Map size: XL+U.
- Content types clarification:
- 55 (player zones, AI zones and white zones): content types (500–3000, 9), (3000–6000, 6), (10000–15000, 1).
- 133 (silver zones): content types (3000–6000, 9), (10000–15000, 6), (15000–20000, 1).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
- Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
- All connections have obligatory roads.
- Banned heroes:
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_Antares
This is a mirror template for early contacts and quick expansion. It is topologically close to mt_Andromeda, but the gameplay differs greatly. Treasure zones are small and not so rich, cannot contain Relic artifacts as well.
Specifications:
- Map size: L+U.
- Content types clarification:
- 55 (player zones, AI zones and white zones): content types (500–3000, 9), (3000–6000, 6), (10000–15000, 1).
- 133 (silver zones): content types (3000–6000, 9), (10000–15000, 6), (15000–20000, 1).
- Mirror template. Underworld is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
- Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
- All connections have obligatory roads.
- Banned heroes:
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_Diamond
This template is a mirror variant of Diamond template. Each player has 3 easy passages to the treasure zones on their own level and one difficult passage to the treasure zone on opponent’s level. AI zones are located between the treasure zones. Treasure zones content varies from unguarded gold, as well as some other small rewards, to the objects of immense value, like Relic artifacts. Road network is enhanced, compared to Diamond’s
Specifications:
- Map size: L+U.
- Content types clarification:
- 58 (player zones and AI zones): content types (100–3000, 12), (3000–6000, 6), (10000–15000, 1).
- 219 (gold zones): content types (100–3000, 9), (9000–20000, 9), (20000–30000, 3).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
- Zones 1–4 and their mirror copies have the native terrain of their corresponding town. Zones 5–8 and their mirror copies are generated with random terrain.
- Different towns of the same zone are allowed to have different alignments.
- Non-coherent road networks are allowed inside all zones.
- Banned heroes:
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_Firewalk
This template is mirror version of Firewalk template and is focused on highly dynamic game. AI and player starting zones contain 3 towns and are very rich, but with some custom rules: 1 dwelling of 7th level and 2 dwellings of 6th level, and Pandora’s boxes with experience, are always present; Dragon Utopias and banks which give creatures in reward are forbidden. The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Besides white zone, there are 3 treasure zones present on each layer of template, known as “Creature Bank zone”, “Big Sand zone” and “Dragon Utopia zone”.
General specifications:
- Map size: XL+U.
- Content types clarification:
- 96 (player and AI zones: 1, 2, 101, 102): content types (300–3000, 10), (5000–16000, 6), (12000–22000, 3).
- 113 (white zones: 4, 5, 104, 105): content types (300–3000, 5), (3500–3500, 20).
- 610 (big sand zones: 3, 103): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3).
- 480 (creature bank zones: 6, 106): content types (7900–8100, 20), (7900–8100, 20).
- 9160 (dragon utopia zones: 7, 107): content types (7900–8100, 20), (45000–45000, 100), (45000–45000, 100).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
- Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
- Starting player (1 and 101) and AI (2 and 102) zones have the native terrain of their corresponding town. Zone 3, 7 and their mirror copies are always sand zones. Zones 4, 5 and their mirror copies are always generated on dirt. Zone 6 and its mirror copy is always a lava zone.
- Banned heroes:
- Villages in zones 4, 5 and their mirror copies are always Confluxes.
- Allowed artifacts: Orb of Inhibition and Recanter’s Cloak.
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_Jebus
This template is a mirror variant of Jebus Cross template. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Central treasure zone consists of two parts – one on each layer – connected by unguarded portals. This treasure zone tends to be even richer than on original Jebus Cross maps.
Specifications:
- Map size: L+U.
- Content types clarification:
- 103 (player zones): content types (300–3000, 14), (5000–16000, 6), (12000–22000, 1).
- 610 (gold zones): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
- Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
- Mirror connection monoliths are repulsed from towns, land connection guards and each other.
- Zone 1 and its mirror copy have the native terrain of their corresponding town. Zone 2 and its mirror copy is always a sand zone.
- Different towns of the same zone are allowed to have different alignments.
- Banned heroes:
- Maximum amount of Taverns, Mineral Springs and Hermit’s Shacks per zone is increased to 3.
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings:
mt_TeamJebus
This template is a mirror variant of Jebus Cross template for 2v2 team games. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Ally zones lack direct connections, but hiring heroes in allied taverns, as well as using Town Portal spell is still available.
Specifications:
- Map size: L+U, M+U.
- Content types clarification:
- 103 (player zones): content types (300–3000, 14), (5000–16000, 6), (12000–22000, 1).
- 610 (gold zones): content types (10000–25000, 10), (25000–35000, 10), (35000–55000, 3).
- Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
- Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
- On M+U size map only 1 pair of mirror connection is allowed, on L+U size map 2 pairs are present.
- Mirror connection monoliths are repulsed from towns, land connection guards and each other.
- Zone 1–2 and their mirror copies have the native terrain of their corresponding town. Zone 3 and its mirror copy is always a sand zone.
- Different towns of the same zone are allowed to have different alignments.
- Banned heroes:
- Maximum amount of Taverns, Mineral Springs and Hermit’s Shacks per zone is increased to 3.
- Special weeks are disabled.
- Combat round limit is 100.
- Suggested rules and settings: