I love this theme. In Sweden we have a lot of mires with small pines sticking up here and there and during the winter they become frozen sanctuaries in the forests. Reminds me of those.
Thank you very much for all these enviromental themes including animations as a background. I do imagine that it cost a lot of work. I admire people with passion and we both share how these HoMaM 2 and 3 univrse can affect man...or it's just childhood... not necessairly carefree but that much simpler for sure
Don't forget HoMaM 4. It may not be perfect, but it is still designed much in the same spirit. Personally i would like to see a Heroes game with the usual light hearted fantasy setting and occasional tongue in cheek humor as Heroes 1 to 4, with (multiple) heroes participating as mortal units in battle (like Heroes 4) though perhaps using nearby allied creatures as bodyguards, heroes who have unique specialties (like Heroes 3) and biographies (like Heroes 3 and 4), creatures that are occasionally upgradable (like Heroes 2 or 3) and otherwise involving choices (like Heroes 4) and that have clear special abilities (like Heroes 4), skills in family groups not limited to just 8 per hero (like Heroes 4), experience from creatures independent of difficulty but numbers dependent on it (like Heroes 2 and 3), stackable in town marketplaces and thieve's guilds (like Heroes 2 and 3), equippable artifacts (like Heroes 3 and 4), noticable differences between the factions (like Heroes 2 and 4), spells varying between magic schools (like Heroes 4) but with upgraded/mass effects (like Heroes 3) and a useful AI (like Heroes 3). Defeated heroes should go back to the hero pool (like Heroes 2 and 3) unless captured by an enemy hero into prison (like Heroes 4), these could perhaps be eventually taken over by the victor unless the original owner pays tribute each week/month (waiting for the right moment of jailbreaking). Retreating or surrendering heroes it is better they immediately resurface at nearest town (like Heroes 4). All heroes belonging to an eliminated player color should go back to the hero pool unless explicitly disallowed by the map maker. Multiple heroes in an army, that can be split or merged was a really good idea in Heroes 4, walking around with creatures without a hero not as good an idea, though it is good every unit has its own movement bar, preventing ridiculous hero chains. Single heroes without creatures is also interesting, but focus should be on raising armies of creatures to boost with your heroes. Factions should be able to be added in later expansions (like Heroes 3), not fixed forever (like Heroes 4). The script system in Heroes 4 is much better than the event system in Heroes 3 (or 2!), but it should still be improved, getting closer to what can be done in WoG, e.g. it should be possible to store the exact amount of resources of a player or the exact number of creatures of a particular type in an army into a variable. And then remove or give the number of resources/creatures stored in a variable, instead of using tedious if-clauses. Similarly for stats of heroes. Custom AI scripts for certain battles would be nice also, making certain heroes more likely to use certain spells or heroes/creatures more likely to target a particular enemy. There was always an RPG element of Heroes, and mapmakers should be able to indulge in this with scripts, even though the game as such should focus on Strategy elements otherwise, thus i prefer creature building and upgrade choices, and simple spell, ability and artifact rules, not too wearysome rituals about them. I love playing already beaten scenarios/campaigns on higher difficulties, hoarding experience from massive armies, levelling up my heroes insanely much, this unfortunately doesn't work as well in Heroes 4, but is highly enjoyable in Heroes 2 and 3, even more enjoyable on certain custom maps.
I live in a small city surrounded by jungle and swamps, and I play this (and heroes 3 swamp music/fortress ost) while working, especially when it rains :) It becomes extra comfy especially as the temperature drops to a mild, cool level.
I think the combination of the subtle music and the natural background ambience of the insect noises is very soothing. You can just close your eyes and imagine that you are in nature. I am surprised more composers don't incorporate natural ambience like this more often; it's really immersive but I feel like it is almost never done in modern games.
Well said, totally agree. It just really immerses you, doesn't it? Pretty amazing that so many of us come back here decades later to listen to music we've never forgotten.
20 years ago, I played this game dozen of hours, if not hundred, and i think now is the first time i notice this little leprechaun in these mushrooms squares that give gold or gems.
One cool thing about campaign maps is that the terrain is derived from the world map of Enroth, so it looks natural. It's not just random terrains jumbled together.
@@tyomies6168 What do you mean Enroth is not a real place? Obviously not in the real world. But it's the land that Might and Magic 6 takes place in and I believe many of the campaign maps from HOMM2 took place in Enroth. Are you talking about the Heroes 2 scenario map called Enroth?
@@Sibernethy I get of course that you are trying to say that the campaign map has been carefully designed to look natural or something but your comment can also easily be misread like that Enroth can be found from Google Maps or something. :D
What do you mean "derived from the world map of Enroth" - as in every map is one small detailed part of that map? As in they're not each their own individual worlds?
@@l.s.11 The Succession Wars campaign took place in Enroth and each map was a site that either Roland or Archibald had visited during their war campaign. There's a world map of Enroth that inserts the minimaps from each campaign level into various places. The terrain from the minimaps seems to fit the geographic areas on the world map.
With that movement penalty, you are going to be listening this (beautiful) music for quite a lot of turns, my friend
You need expert pathfinder
Dimension Door: I’m about to ruin this terrains whole career
)
*laughs in Barbarian*
Seem to me swamp part just small compaire to grassland 🎉
Tranquility. One would not immediately expect that from a swampy ambience. :) It's brilliant.
I love this theme. In Sweden we have a lot of mires with small pines sticking up here and there and during the winter they become frozen sanctuaries in the forests. Reminds me of those.
Thank you very much for all these enviromental themes including animations as a background. I do imagine that it cost a lot of work. I admire people with passion and we both share how these HoMaM 2 and 3 univrse can affect man...or it's just childhood... not necessairly carefree but that much simpler for sure
Don't forget HoMaM 4. It may not be perfect, but it is still designed much in the same spirit.
Personally i would like to see a Heroes game with the usual light hearted fantasy setting and occasional tongue in cheek humor as Heroes 1 to 4, with (multiple) heroes participating as mortal units in battle (like Heroes 4) though perhaps using nearby allied creatures as bodyguards, heroes who have unique specialties (like Heroes 3) and biographies (like Heroes 3 and 4), creatures that are occasionally upgradable (like Heroes 2 or 3) and otherwise involving choices (like Heroes 4) and that have clear special abilities (like Heroes 4), skills in family groups not limited to just 8 per hero (like Heroes 4), experience from creatures independent of difficulty but numbers dependent on it (like Heroes 2 and 3), stackable in town marketplaces and thieve's guilds (like Heroes 2 and 3),
equippable artifacts (like Heroes 3 and 4), noticable differences between the factions (like Heroes 2 and 4), spells varying between magic schools (like Heroes 4) but with upgraded/mass effects (like Heroes 3) and a useful AI (like Heroes 3). Defeated heroes should go back to the hero pool (like Heroes 2 and 3) unless captured by an enemy hero into prison (like Heroes 4), these could perhaps be eventually taken over by the victor unless the original owner pays tribute each week/month (waiting for the right moment of jailbreaking). Retreating or surrendering heroes it is better they immediately resurface at nearest town (like Heroes 4).
All heroes belonging to an eliminated player color should go back to the hero pool unless explicitly disallowed by the map maker.
Multiple heroes in an army, that can be split or merged was a really good idea in Heroes 4, walking around with creatures without a hero not as good an idea, though it is good every unit has its own movement bar, preventing ridiculous hero chains. Single heroes without creatures is also interesting, but focus should be on raising armies of creatures to boost with your heroes.
Factions should be able to be added in later expansions (like Heroes 3), not fixed forever (like Heroes 4).
The script system in Heroes 4 is much better than the event system in Heroes 3 (or 2!), but it should still be improved, getting closer to what can be done in WoG, e.g. it should be possible to store the exact amount of resources of a player or the exact number of creatures of a particular type in an army into a variable. And then remove or give the number of resources/creatures stored in a variable, instead of using tedious if-clauses. Similarly for stats of heroes. Custom AI scripts for certain battles would be nice also, making certain heroes more likely to use certain spells or heroes/creatures more likely to target a particular enemy. There was always an RPG element of Heroes, and mapmakers should be able to indulge in this with scripts, even though the game as such should focus on Strategy elements otherwise, thus i prefer creature building and upgrade choices, and simple spell, ability and artifact rules, not too wearysome rituals about them.
I love playing already beaten scenarios/campaigns on higher difficulties, hoarding experience from massive armies, levelling up my heroes insanely much, this unfortunately doesn't work as well in Heroes 4, but is highly enjoyable in Heroes 2 and 3, even more enjoyable on certain custom maps.
I live in a small city surrounded by jungle and swamps, and I play this (and heroes 3 swamp music/fortress ost) while working, especially when it rains :)
It becomes extra comfy especially as the temperature drops to a mild, cool level.
Where do you live exactly? :-D
exactly describing my situation now :D
I think the combination of the subtle music and the natural background ambience of the insect noises is very soothing. You can just close your eyes and imagine that you are in nature. I am surprised more composers don't incorporate natural ambience like this more often; it's really immersive but I feel like it is almost never done in modern games.
Well said, totally agree. It just really immerses you, doesn't it? Pretty amazing that so many of us come back here decades later to listen to music we've never forgotten.
never played HOMM II, only III, IV and V. this tune is great.
🔝🎧💜
Do it.
Golden tune. Never loses its replay value.
So soothing...
The soundtrack of my 20s, I will never forget the memories of this game and music.
Прелестно, болотистые местности именно так должны звучать здесь, в моей душе, в отдельных историях жизни, пожалуй, каждого из нас... ⛎🐊🐸🪨🌾🌫
Gloomy swamp
20 years ago, I played this game dozen of hours, if not hundred, and i think now is the first time i notice this little leprechaun in these mushrooms squares that give gold or gems.
I live in a swamp! I put up signs! I'm a terrifying ogre! What do I have to do to get a little privacy?
Dragons in swamp have mud between their toes.
500 extra Gold or 5 pieces of Gems always worth the visit.
Stupid high-maintenance Titans... XD
@@Zaxares I loved that faction disbalance. It got murdered in HOMM3.
@@fcuk_xthere was a semblence of it in 3, but I think it got much better in 5th one again
Necromancers of Enroth terrain
Relaksujący utwór❤
Looks more he throws something up. Likely a coin, luck, Leprechaun etc etc.
Reminds me of the Lower Brinstar music from Super Metroid.
Quite swampish! :D
One cool thing about campaign maps is that the terrain is derived from the world map of Enroth, so it looks natural. It's not just random terrains jumbled together.
You do realize though that Enroth is not a real place? :D
@@tyomies6168 What do you mean Enroth is not a real place? Obviously not in the real world. But it's the land that Might and Magic 6 takes place in and I believe many of the campaign maps from HOMM2 took place in Enroth. Are you talking about the Heroes 2 scenario map called Enroth?
@@Sibernethy I get of course that you are trying to say that the campaign map has been carefully designed to look natural or something but your comment can also easily be misread like that Enroth can be found from Google Maps or something. :D
What do you mean "derived from the world map of Enroth" - as in every map is one small detailed part of that map? As in they're not each their own individual worlds?
@@l.s.11 The Succession Wars campaign took place in Enroth and each map was a site that either Roland or Archibald had visited during their war campaign. There's a world map of Enroth that inserts the minimaps from each campaign level into various places. The terrain from the minimaps seems to fit the geographic areas on the world map.
Purple's got crystal.
Ew swamps. Say good bye to having dry feet. The music is calming though.. but not enough to soothe wet socks.
Do you know if a good android port version exists ?
the leprechaun is smoking a pipe, right?
I always thought that he throws a coin...
@@mrbabbles5989 I thought he's casting some magic spells..
maybe he blows bubbles
Clearly vaping. No. It's a coin toss.
I always thought it's a frogman
like number 100 right here