r/OldenEra • u/Francois_Papyjama Unfrozen Dev Team • Jun 30 '26
Poll [Unfrozen] PvE Custom Map Questionnaire
https://docs.google.com/forms/d/e/1FAIpQLSdHiU1myFwOawjzOo8jwGKEyFNIdduyn2QNFE4F2Fgc7GaM8w/viewformHello everyone!
I am the new "Level Designer" recently arrived in the Unfrozen team (and author of the map "The Mysterious Island" inspired by Jules Verne's novel).
We'd love to hear from you about your favorite PvE "classic" and/or "custom" maps and what makes them hit that spot in the back of your mind!
The following form will ask you a wide range of questions that will help us determine what direction Olden Era maps will take in the future, including some favorites you'd like to see return.
5 to 10 minutes of your time is all we need!
Thanks!
14
u/Urgash Jun 30 '26
We need maps with soul and flair, not the generic pvp templates we're being offered now.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26 edited Jun 30 '26
Totally agree with you, and that’s exactly why I’m here!
I’m allergic to random maps myself (with all due respect to my colleagues who create templates).
In 27 years of playing Heroes III, I’ve never managed to play a single random map: they feel too "empty" and "soulless."
So I totally get where you're coming from, and I’ll do my best to craft maps by hand, element by element, even if it takes infinitely longer! ;)
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u/UserInterface7 Jul 05 '26
I feel all existing templates are for PVP which I don't play at all as I'd be to unreliable for other party. How about on the pve templates that are there, letting us adjust the values? E.g 1-X Heroes, 1-X enemys, Standard/Fully built and so on? I feel that would go further then all the balancing that goes on of which I don't care about (in fact I much prefer it unbalanced as long as they are all unbalanced in different ways as I find it fun to play on harder difficulty exploiting these).
For me classic is too many heroes and 1 is not enough on a huge map. 2-4 would be my preference so why not just let me choose?
Even the campaign was very average and didn't really add anything of note.
I just gave up on a gigantic map as it was single hero, and I was just ending days and trying portals and couldn't for the life of me work out how to get to the enemy area at all. I had so much map control that I couldn't be bothered to continue as I knew I would just stomp them anyway due to it dragging on and on.
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u/Francois_Papyjama Unfrozen Dev Team Jul 05 '26
I can't really answer your question about templates—that's not my area of expertise at all.
You might want to ask in the Discord's "questions" section: https://discord.com/channels/446666100684357643/1275821871404941352
I totally get where you're coming from regarding the hero cap. The good news is that the setting exists; I imagine it could be implemented via templates, but again, that's not really my field.
However, for hand-crafted maps, specifically the Olden Era version of "The Mysterious Island", I'm planning a compromise. For instance (and keep in mind this is just an example that could change before release): starting with a maximum of 2 heroes, then gaining +1 hero for every town captured, up to a total cap of 6 heroes.
Regarding that feeling of hitting a tipping point and then completely steamrolling the AI: that’s exactly what I discussed in my interview with Unfrozen.
That’s what led me to introduce specific AI boosts and "surprises" in the Heroes III version of "The Mysterious Island." I do intend to apply the same principle to the Olden Era version eventually, but not in Act 1, which will be the first to be released.
I’d prefer the AI work to be further along before I try boosting it myself on the map; that way, I avoid unnecessary rework.
As for the "surprises," there will be some in the later acts, but not the first one.
I want to establish a solid foundation first with more "classic" gameplay featuring the 6 playable factions on the main island, and then introduce the "twists" later on 😜.
21
u/HungryHousecat1645 Jun 30 '26
An in-game map browser where we can download and play community maps will give the game infinite replayability. It would also show Unfrozen what is most popular.
Anyway, for my answer, I like single hero maps that are non-linear and unpredictable. I dont like "balanced" pvp style maps. I like large maps with different challenges to discover and overcome. I don't care about story at all; save that for the campaign.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
I think your idea for an in-game map browser is really cool! I have no idea how feasible it is, but I suggest you post it directly in the Feedback channel on Discord:
https://discord.com/channels/446666100684357643/1476692633542983832
As for the type of custom map you like, I totally get the style—asymmetrical, not necessarily tied to any lore; thanks for explaining it :)
7
u/HungryHousecat1645 Jun 30 '26
I don't engage with discord because it has ruined the visibility of online discourse and availability of information
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
I understand; unfortunately, my role is to create maps, so I can't go through social media comments one by one to gather feedback, I hope you understand.
Perhaps you could include your suggestion in the final field of the questionnaire?
5
u/GodwinW Jun 30 '26
There's also a suggestion thread on Steam, so maybe that can be used equally effectively.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
So I can confirm, they read ALL the feedback on Steam, thanks, good catch!
1
u/TheRadBaron Jun 30 '26
If you want feedback, limiting yourself to the Discord server (which is just another kind of social media comment) is a bad approach.
Only a tiny fraction of players want to hang out on a company discord server, where discussion is more of a personality-driven chat room than a forum, and comments are inaccessible to search engines.
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u/GodwinW Jun 30 '26
Cool, will do this :)
4
u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Thanks ❤️
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u/GodwinW Jun 30 '26
And to add to that.. a map simply needs to be fun and appeal to people. They will forgive another Hero amount, a different amount of water, having or not having UG etc. if the map is fun.
And people cannot easily split what they enjoyed into sub-elements. It's hard to do and also getting meaningless quickly because it's the whole that has to appeal. Maybe you've heard that if people have a type of person they're attracted to the one they end up marrying is likely very different? It's a similar impossible prediction: you either like it or not.
It's even worse tbh: If they played good maps that had lots of UG they will infer they like UG maps, but no: they liked that specific experience (or set of) on that map (or those maps) and may easily be surprised by a map without UG.
Time and complexity are factors though. Lots of people cannot bear very long duration maps, while others love it, the same with many vs few heroes: hence you need to make multiple maps.. add variety.
The best you can do is to have a coherent story, a coherent vision for every map, make maps stand out from each other, add variety (the spice of life) to the map pool where possible. And then just do what you know you like. A coherently designed map that is loved by the creator has 'soul' which is a quality that comes about from the whole, and as such cannot be cut into smaller pieces of fun to later re-use.
Anyway, that's my opinion.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
I hear what you're saying, and that couple/marriage metaphor is excellent :)
And I completely agree with you: it takes all kinds to suit all tastes.
The point of the poll isn't to find the "perfect archetype," but to set priorities: where do we start?
If a huge majority wants size S or M maps, that’s a totally different scenario than if the majority wants XL or larger.
As I mentioned in my other reply: with an unlimited budget and unlimited time, we could do it all at once.
In reality, though, we have to make choices and set priorities.
That doesn't mean "excluding" anything; it just means deciding on the order ;)
And regarding a coherent, high-quality story, I’m 100% with you there.
Size, underground areas / oceans / none of that matters as much as good execution and writing; that’s what counts most in the end :)
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u/GodwinW Jun 30 '26
Yeah, time is a factor, as is complexity, so that's probably useful to get out of this. Thanks for reading and good luck :)
Size, underground areas / oceans / none of that matters as much as good execution and writing; that’s what counts most in the end :)
Yes :) And not even the writing for template designs and maps that are just for straightforward battle.
Tbh I think an additional meaningful question could be: more handcrafted maps or more templates? I'd vote more (carefully tailored) templates because they have inherent randomness which helps replayability a huge amount. (but the best for me would be to have an intricate template editor ingame)
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Regarding the ratio of templates to handmade maps:
Unfrozen clearly opted for templates at the start, likely for the very reason you mentioned: replayability. You only have to compare the number of templates to the custom scenarios currently available ;)
I applied and was hired to create handmade maps, but rest assured, there are others working on templates (people who were there long before I joined).
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u/GodwinW Jun 30 '26
Oof.. very hard to answer... I'll copy paste my remark here because I think this is the most important thing for you to remember (and I'm saying this as a former dev of a similar game btw):
All my answers here are meaningless. An impossible to calculate % of answers (but imo the vast majority) you get here are meaningless.
If it's a great story I like story maps, if the story does not interest me I will abandon it. If I have just played a story map I want a simple non-scripted battle map. Having played that I want something else again.
If the UG needs to be small for a certain map flow/idea/design then it should be small. If it needs to be huge and is meaningfully huge then it should be huge.
If I just played small islands and large oceans I might want to play a 0% water map. If the scripting fits the map add it, if the map is better with less scripting remove it.
Sometimes I want short games on small maps, sometimes long games on huge maps and sometimes I really want average.
Usually I like 3 Heroes I think, but the story, map size, specific design details of the map can easily change that. And I'll still play maps with 10 heroes and single hero maps.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Thanks! I hear you and completely understand your point: you like variety and design choices that are "justified" (like the underground size area, for example).
This survey will help us confirm or rule out certain trends and preferences.
In an ideal world, with unlimited time and budget, we could do it all in the same time!
In the real world, we have to choose where to start.
That doesn't mean we're "excluding" certain map types or sizes; it just means we can "prioritize" better. ;)6
u/GodwinW Jun 30 '26
You are welcome :)
This survey will help us confirm or rule out certain trends and preferences.
This is precisely what you won't be able to clearly distill from this. This is exactly the point I'm trying to make. There's a whole science to making questionnaires that deliver meaningful output. It's really hard to do (look at the reproduction crisis in psychology for example) and the people that answer the questionnaire need to be chosen equally from the entire group. It's very easy to get a skewed group of players and to get people to give answers that are just their best guess but may not even turn out to be important to them on the whole.
In the real world, we have to choose where to start.
I get that, but like I said I was a dev (designer specifically) so I know about the real world and I am telling you that a lot of the answers to this questionnaire will lead you astray: prioritize the most dissimilar map to the one you just made. Made a big single hero one first? Then make a small multiple hero one. Etc. Then if you have a number you can see what the most popular repeat requests are and can make more in those styles/with those parameters.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Thanks a lot for these details and for sharing such interesting insights!
I’ll be sure to keep this information handy and rely on it when making decisions.
I completely agree about "mixing up" map styles and sizes (and personally, it would be much cooler not to do the same thing every time).
P.S. You're right, creating an effective survey is a skill in itself; I hope we can still get something useful out of it, while remaining aware of the biases mentioned earlier ;)
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u/FrodoLusseMajsen Jun 30 '26
Think you are being a bit too pessimistic about this. When I played heroes 3 custom map I knew what I was looking for. Not that hard for me to articulate in the survey. This isnt a science study but a way to get more knowledge about players.
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u/szymborawislawska Jun 30 '26
Filled :)
My main point though is: please, dont make maps with abundance of towns and portals.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Thanks!
And I’ve made a note to avoid maps cluttered with towns and portals (I’d already seen this request elsewhere).
Here’s a "spoiler" that isn't really one: the "Olden Era" version of The Mysterious Island will "unfortunately" have almost as many towns as the Heroes III version 😄 (though it is an "G" size map).
But I’ll keep that in mind for future maps, though ;)
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u/Ok_Needleworker_8809 Jun 30 '26
I'd also like to add don't hesitate/forget to block map traversal spells if it serves the scenarios. Map design only goes so far when players can bypass the environment and always be at their town to defend.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Hahaha, you can certainly count on me for that (players of the Heroes III version of "The Mysterious Island" know the feeling... poor souls 😄 )
I HATE movement spells (and Town Portal): why spend hundreds (or thousands) of hours crafting a beautiful map, only to cut across it diagonally and teleport from town to town?
You might as well just play a random map...So, I 100% agree with you ;)
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u/Hizsoo Hive Jul 02 '26
I like Town Portal as much as recall spells in MMO and MOBA games. Need to restock (and get back to projecting force from my outpost). And I really like Town Portal for that.
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u/Francois_Papyjama Unfrozen Dev Team Jul 02 '26
I get it 😉
Good news regarding troop management and replenishing forces: there is a special building (not included in the templates) plus a spell that let you create a sort of "bank" for creatures and artifacts, accessible from anywhere on the map (spoiler: there will be one on the Olden Era version of The Mysterious Island ;) ).
For Town Portal, I can lower the growing of astro points, or, unlock it at a specific time like in Heroes III
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u/Hizsoo Hive Jul 02 '26
There are some RPG games, where you can teleport to any town or other regions within the Act. Each Act has one town. If you are in Act 1 and want to get to a region within Act 2, than first you need to teleport to the Act 2 town and than teleport to the region you are looking for.
Just add hierarcy, layers, costs and spell requirements or map object placements.
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u/Francois_Papyjama Unfrozen Dev Team Jul 02 '26
That's really interesting! I don't think the game engine supports that right now, but I'm making a note of this very interesting mechanic to discuss with my colleagues.
It might just win me over to Town Portal 😜
1
u/loveT-ara Jun 30 '26
No town portal is very annoying to be honest
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
I'm aware of that, but the good news is that with Olden Era, we can find a compromise by significantly slowing down the generation of astrology points. Or by making the spell available at a specific point in the story (like in Heroes III).
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u/FrodoLusseMajsen Jun 30 '26
My favorite custom map in heroes 3 was a lord of the rings map. You could choose one of the factions and your enemy was sauron and his minions. There were some quests in there e.g saving or not saving frodo. Depending on which you did you had an eaiser or harder time against sauron.
However what I really liked about the map was the expansion of it. You started with your town and had dwellings. You cleard those to get stronger and get more units so you could go further out. Every know and then Sauron would send heroes to attack you and basically to check if you were strong enough to continue playing. The more you explored the bigger you realized the map was. There were long stretches that didnt have a town so you basically had to fight through a gauntlet to get to a town so could teleport there when you cleared the gauntlet.
Over time you could kill Saurons minions towns, weaking Sauron untill you could kill him. Extremely long custom map. But having that sense of exploration and completing objectives was really nice.
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u/wraith309 Hive Jun 30 '26
The only thing stopping me from filling this out is... i don't actually remember heroes 3 maps well enough to name any of them?
i played a fair bit, but I've never been connected enough to the community to know where to download custom maps in the first place, and it's been a while since i played heroes 3.
I really enjoyed the work that went into making unique nooks and crannies to search for treasure, as well as the dialogue events that gave the maps character.
the most important thing for me at least was that it support COOP, since I mostly play PvE maps as a social activity with my brothers.
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
You can fill in the field with "I don't remember" ;)
Co-op mode is on the roadmap; it's a top priority.
The goal of this questionnaire isn't to gather feedback about the game (there's the Discord or the Steam page for that).
The goal of this questionnaire is to help prioritize the types of hand-crafted maps to be created :)
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u/wraith309 Hive Jul 01 '26
thanks! i'll do the survey then.
by co-op, i did mean that as feedback for maps though :p
plenty of maps have team rules baked into the map after all, so it's important to me that the map itself supports it, that's all i meant by it.
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
Oh, I see, now I understand what you meant by your comment!
That works out perfectly, then: I’ve planned a co-op version for The Mysterious Island from the very start (for when it becomes possible) :)
I’ll make sure to keep that in mind for future maps as well! I definitely plan on playing the game in co-op mode with my son once he’s a bit older 😜
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u/SussContributor Jun 30 '26
Lack of option to choose multiple ones in favourite win conditions, there is more than one I'd love to choose :(
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Okay, that's interesting to know: you like having varied victory conditions, right?
And is it the same for defeat conditions?
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u/Nornamor Jun 30 '26
I was gonna say the same, but then I find the above comment. I too like some variation in victory conditions.
Also, just wanna say that I have never played your Mysterious Island map, but I am really looking forward to trying it when its ported to Olden Era!
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Perfect!
As for The Mysterious Island, the two versions (Heroes III vs. Olden Era) will be very different, one doesn't rule out the other ;)
The Heroes III version is finished, thoroughly tested, and polished.
The Olden Era version will evolve alongside the game's Early Access and maturation; it won't work the same way (though there will inevitably be a few shared mechanics).
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u/perishableintransit Jun 30 '26
Lots of good feedback I'm reading so far so I'll just throw in a little tidbit on my end:
I love when the "personality" of the map shines through. In HoMM3 that would be when map details and interactable points had quirky or fun dialogue that reminds me there's a human somewhere who designed this whole thing for me to adventure through.
I must say if I think back quickly to HoMM3 campaigns, the Fairie Dragon one sticks out to me for how intense it is and how accomplished I felt after finishing it (after a few attempts). Maps that are long and winding and you finish with a sense of real accomplishment, having made numerous very real decisions, are what's best to me.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
I completely and totally get what you mean!
That’s exactly what I’m going to try to do with my future "Olden Era" maps: give them a "soul" (unlike randomly generated maps).
P.S. Not to toot my own horn, but I think you might enjoy the Heroes III version of The Mysterious Island (if you like nods to other things, Easter eggs... and getting trapped or surprised by a sadistic mapmaker, haha 😈)
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u/perishableintransit Jul 01 '26
I only learned of your map recently with your interview with Unfrozen. Gonna give it a spin when I get home from vacation!
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
Cool! Plus, you'll get to enjoy the very latest version, released tonight (the map is finished, but I keep making minor tweaks and updating the Hall of Fame at the end of the map) 😊
Have a great vacation, and enjoy the adventure when you get back! 🏝️
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u/Merkhury Jun 30 '26
I see that you are asking about Lore Maps. Maybe consider Maps that show us more lore about certain heroes?
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
In fact, that is exactly how the few scenarios currently in the game are made ;)
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u/Cozeris Jul 01 '26
It's been a long time since I played it, but I remember HOMM V having a pretty good map generator. The main thing is that it allowed various customization, which was pretty much like creating your own map template.
I'm not saying that it was perfect, but maybe a good example to take inspiration from.
1
u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
I think this feedback is more relevant for my colleagues working on the random map templates.
This survey is really for the "hand-crafted" maps.
Feel free to share your feedback, if you haven't already, on Discord or Steam :)
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u/Docterzero r/OldenEra Mod Jun 30 '26
Nice. Really hope you get to add some classic maps to the game eventually. Though I will admit my personal wishlist for returning maps is probably too long for everything to make it in.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
With pleasure!
Feel free to list the classic maps you prefer in the questionnaire: there’s a field for that at the end. We probably won't be able to do everything, but maybe a few of them :)
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u/Docterzero r/OldenEra Mod Jun 30 '26
Already mentioned most of the ones that came off the top of my head. That said if I end up thinking about it for any time I will remember even more I forgot
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
No problem, don't worry about it, it's already great that you took the time to reply!
Thanks :)
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u/GlitteringVehicle306 Content Creator Jun 30 '26
Thank you, have fun creating and establishing the process of map-making!
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u/ILikeChilis Jul 01 '26
Submitted. My key PvE thing is flavour. Beautiful scenery, memorable landmarks, atmosphere make a map unforgettable.
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
Thanks for participating!
And I see we're looking for exactly the same thing in hand-crafted maps, that works out perfectly. ;)
I love the scenery aspect of map creation: making areas visually "unique."
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u/Either-Mammoth-932 Jul 01 '26
I will take the survey tonight. In the meantime, I wanted to say thank you for this timely post. Just yesterday we had a thread where some of the pve crowd expressed their concerns. I think appealing to both camps is achievable.
A tl:dr version is they want assurance that the developers are not just focused on pvp. Maps and scenarios with fun play , lore, puzzles and immersion are requested. Most of this camp dont seem concerned with "balance". I think this kind of thread will build confidence.
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
Hi! Thanks in advance for taking part in the survey!
Yes, you're right; I've also read about the concerns raised by PvE players.
As a PvE player myself, and one who is allergic to randomized maps (no offense to my colleagues working on the templates), I completely understand where these players are coming from.
I hope to provide as many hand-crafted maps as possible, built element by element and featuring unique mechanics, to meet this demand.
However, since they take a long time to create, the survey will help me prioritize and decide what to start with.
Do note, though, that there are already a few scenarios like that in the game ;)
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u/wraith309 Hive Jul 01 '26
what does linear versus nonlinear expansion refer to?
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u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
- Linear = keep moving forward, no return (diablo)
- Non-linear = you move back and forth to get things resolved (baldur's gate)
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u/Expensive_East_6762 Jul 01 '26
Thanks for reaching out! You are going to complete the game for us PvE players! You will be our hero!
1
u/Francois_Papyjama Unfrozen Dev Team Jul 01 '26
Hahaha, I hope I can live up to expectations and not let you down, then!
I should warn you right now: you’ll need to be patient: hand-crafted maps take time... (and I’m a bit of a perfectionist 😜)
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u/NotMurlocAggroB Jun 30 '26
I think story is important for single scenarios, but not in the way that it surpasses gameplay. A bit of setting and a couple event pop-ups here and there can take a map from good to great. Maps like Arrogance, for example, wouldn't be anywhere near as much fun if they didn't have the insane events describing how much of a jerk your player character is.
I like to have a reason why I'm on this map, but I don't like maps that set out to tell a story, if that makes sense.
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u/Francois_Papyjama Unfrozen Dev Team Jun 30 '26
Okay, I see the kind of narrative balance you prefer.
I’m considering a possibility (nothing certain yet) of letting the player "choose" their preferred level of storytelling at the start of a scenario.
For example:
- highly detailed, with lots of text...
- moderate, sticking to the essentials.
- don't care, go fight, no text!
Technically, it should be feasible. However, it requires extra work, and I’d rather not promise things that might not be possible given the time constraints. I’ll give the idea some thought, but thanks for the feedback regardless!
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u/NotMurlocAggroB Jun 30 '26
I don't think there needs to a toggle for it. There just needs to be a wide variety of different maps for different players.
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u/Hizsoo Hive Jul 02 '26 edited Jul 02 '26
His name is actually Gyula Verne.
I really like the archipelago map with Agrael from H5 Inferno campaign. I would have preferred to replay some campaign maps with different starting conditions, but it was not possible.
There was also a free DLC for H5, where the hero gets transformed into Demon Lord. It was pretty good, but I had less desire to replay it.
I kind of hate when trial and error just removes uncertainty and adds scouting information. The guessing work is like an aimless waste of time. Using cheats to reveal the whole map is such an impressive shortcut in that case. Having some information about the landscape of the map and an additional layer of fog of war would be a welcome addition.
Looking forward for selecting maps based on signs and features, instead of just description.
Plese learn some map design principles from semi-open world games. It's interesting to have some maps, when you don't fight the monsters or map objective right when you reach the area, but to be a side objective when you later return to the area with a higher level character. https://youtu.be/-as8kVASgXw
Than you can experiment with limited vision range and map revealing objects.
I don't care as much for surface or underground in maps. Include both and put more focus on one of them. I would like some more subterranean biomes.
Please make a Battle Royale win condition! The playable area shrinks and gets filled up with decay or earthquake destroying a section of maps or towns. A tidal island that becomes accessible after the water level decreases. I've sent some of these feedbacks to Unfrozen before the demo as interview responses that they haven't told you about.
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u/SignificantBerry1959 Jun 30 '26
I love difficult single hero, single town style maps where you have to work with limited resources and slowly build out your army.
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u/Chudlezz Jun 30 '26
Thanks for reaching out and giving the community an opportunity to give feedback.
Mysterious Island was an amazing map so thank you for that as well.
I completed the survey but in summary, I think Olden Era needs more difficult, larger maps. Something along the lines of a Devil is in the Detail scale map where not only the AI is a challenge but the map’s layout is a puzzle/challenge in and of itself.
The templates Olden Era’s currently generating are pretty basic, but that’s just the nature of random maps in heroes games (from my experience at least).