I have written hundreds of reviews for user-created maps for
the Heroes of Might and Magic games, and I have had a few questions on what the
review actually says. Therefore, I describe here what one of my reviews
includes. Feel free to use this as a template if you wish to write your own.
If you just want to see what maps I (dis)liked,
click here.
All reviewed maps for heroes 3 are available at Maphaven. Heroes 5 maps are available at Celestial Heavens.
o description:this tells you the size and difficulty setting of the map. On the second line will always be the map's requirements (What version and expansion of the game is needed). The following lines list the win and loss conditions. Standard means that you can win by eliminating all opponents, and lose only be being wiped out. Since Heroes 5 doesn’t have a difficulty setting in the editor, this will be left out of the description.
o # of players:this tells you how many players are needed for the map. The following abbreviations are used here:
§ H:This signifies that a Human must play the character.
§ C:This signifies that the Computer must play that position.
§ HC:This signifies that this player can be controlled by either a human or the computer.
Example: "1 H Warlock, 2 HC Random, 1 C
Multiple" means that a human must play the warlock character, up to two
more humans can play random heroes (or the computer will take the unused
slots), and the computer must play the multiple hero types role. For HoMM3, a
typical listing would be 1H Dungeon (Alamar), 1HC
Rampart (Random), 1C Inferno (Ignatious), 1C Tower (
After the listing, in a map that allows multiple human
positions, lists the number of human positions that were played as human, and
which ones. After that is the description of what castles were assigned
in Random positions (I always leave a random position
as random when I start a map). In Heroes 3 any random heroes are also listed
here. Note that since Armageddon's Blade features can appear in a Restoration
of Erathia map, the town type "Conflux" may
appear, even if the map does not require the expansion pak.
Starting with review 258, I no longer list the heroes, but if I feel the
specific starting hero had a major impact, it will be mentioned in the comments
section.
1.
Challenge (up to review 169):This is NOT a difficulty
rating of the map! This is a rating of how appropriate the map maker's rating
was to the actual level of difficulty in completing the map. Since on Large or
Huge maps it often becomes simple after a certain point (what I call the
"cleanup" phase of finding the last hidden castles and heroes), if this
point doesn't come too early I do not penalize for it.
Description (reviews 170 through 263):This expands on the challenge
rating, by also considering if the map size is apropriate
for the map (previously this was included in the design rating). Maps that are
too sparse or too cluttered will cause a drop in this rating. Also, many large
and huge often have large, featureless expanses of water, which indicates that
the map was not supposed to be so big, but just "turned out" that
way. All ratings can be dropped up to one full star due to inappropriate map
size.
For HoMM3: Very similar to Heroes 2 ratings, but Using very little of
the underground will not necessarily be bad, and using it for small dungeons or
passages may actually be an improvement in other sections (depending on the map
theme).
Reviews 264 and on: I now give a more careful breakdown of the description rating. This rating now has two main scores: Utilization, which is a 0-10 rating stating how well the map used the space for the size map that it was. Higher ratings go to maps that look like they are not cramped and not too sparce. Rating is another 0-10 point scale, indicating whether or not I thought the difficulty rating was correct. In multiplayer maps, this looks at the difficulty up to the point when human positions are likely to meet. The total score from these two is scaled back into the five-star rating scale that I still use for overall description.
Heroes 5: With no difficulty rating
attached to the maps, there will be no rating category for those maps. This
will cause the numerical rating for this category to be worth relatively less
than in previous versions.
2. Entertainment (up to review 263): This describes how much fun the map was to play, regardless of the difficulty. Even the worst maps on challenge and design can get a good entertainment rating. Once again, it is much harder to get a good entertainment rating on huge maps. This is because monotony,lack of events, and large amounts of "wasted" space are much more common in these. If you want a good rating on a Huge map, you need to put in the extra effort the size requires. In HoMM3, This rating will also include text attached to artifact events, town events, monster events, etc. Note that background information in a documentation file is not given a lot of weight, although it does get some. For AB and SoD maps, since there is effectively unlimited length events, excessive supplementary files may actually reduce the rating!
Other factors that can modify this
include varied decorations (or monotonous ones), empty landscapes, unnecessary
mazes, and a requirement to take an extra month just to build up forces (such
as to take out a stationary hero with a huge army). Having conflicts that are
placed to require little building up time can improve this.
Reviews 264 and on: The entertainment rating is now borken down into four separate scores. Appearance
is a 0-10 point score based on how the actual look of the map was. Was terrain
monotonous, or varied? Did the landform make sense? Story is a 0-10
point score based on use of events and other items to make an interesting story.
In multiplayer, this looks at player customization, and in the case of intended
battlemaps (which generally have little story), this
may be dropped. Flavor is a 0-10 point rating for the polish on the map.
In RoE maps, this looks at dressing such as flowers
on the landscape. In AB and SoD maps, this includes
things such as customized hero biographies. Finally, Style is 0-10 point
rating looking for something different or unusual. Did the map do something to
distinguish it from other maps of a similar genre? These four scores are them
rescaled into a 0-5 star entertainment rating.
Heroes 5: The story rating will be
harder to earn a good rating, as events to give messages are harder to create. (I
believe that scripting is required for this). Flavor and Style will be combined
into one overall flavor rating, while style will be replaced with scripting, which will only appear if a
map uses scripting for non-story based purposes.
3. Design (up to review 263):This covers how well all aspects of the map mesh together. This is the only rating which can get zero stars, until review 169; after review 170, description can also get a 0. Good placement of events and signs often improve the design rating. Note that this is now the actual placement of these things, not the mere use of them. Signs that look as though they belong in the map, as opposed to being "help" from the designer are what is looked for here. Once again, it is harder to get a good rating on Huge maps. In this case the map has to seem like it should be a map of the given size. Often a lot of empty space is used, and so the map could have fit in a smaller size. Also, smaller maps that are too cluttered can get hurt here, although this is less likely. After review #170, appropriateness in the size of the map will only be considered in the design rating if a map develops a major flaw due to the size. Most of the time, an inappropriate size map will now result in a drop of the description rating instead of a drop in the design rating. For HoMM3, the logic involved with quests will also be considered here- that is, just placing a seer with no reason for it may be a detriment.
Review 264 and on: The design rating consists of two separate scores, each on a 0-20 scale. I have noted that in my ratings, I have often wanted more gradations than the 10 half-star increments scale allowed, and so the larger range than the other rating areas. The first is Balance, which in single-player looks at how well the ramping (if any) is implemented, as well as how forgiving the map is of choices that do not have obvious decisions (for example, if there are two paths, one guarded by a few peasants, and the other by several azure dragons, and you have a new hero approaching, this is an obvious decision. However, if these battles are ambushes, with no warning, then this is not an obvious decision, and shows an unforgiving situation). In multiplayer, this looks at how well each human position is situated relative to the others in the beginning, and at the anticipated meeting time between these factions. The second is placement, which looks at how objects are placed on the map. Are there inaccessible places? Are there easy-to-get overpowered artifacts? Has the potential for overpowered artifacts randomly appearing been addressed? And so on. This remains unchanged for Heroes 5.
4.
Overall:This
is the simple average of the other three (or two, if the challenge category is
dropped for a given map), rounded up (usually) to the one-half. The only
exception is if, somehow, a map gets a total of two stars in all three section combined- the minimum possible- in this case the map
gets a zero overall.After review #170, a map needs to
get a total of one star overall, as the challenge rating (now called the
description rating) now has a possible 0 rating. After review 263, there
will also be a numerical rating, being the sum of the eight partial scores from
the above sections, giving a score on a 100 point scale. Although this score
will usually be the same (within a half-star or 5 points) of the starred
rating, it is possible for there to be a large gap, since description is only
worth half as many points as the other two sections, but get equal weight in
the star rating. This is provided so you have another indicator to guage the map by. Choose whichever you prefer.
Other sections may be added if they are deemed needed, but this is the general
format that I use. Above all, if you are (un)fortunate
enough to have me review your map, don't take anything personally. If I give a
scathing review, the comments should explain how it could be improved. Also,
don't be afraid to e-mail me for clarification on my comments. As long as you
are civil, I will respond when my time permits.
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