Map "Battlejuice 2 Delirium furens" for game Heroes of Might and Magic 3 Horn of the Abyss

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Battlejuice 2 Delirium furens

Heroes of Might and Magic III: Horn of the Abyss
Rating: 2
The surface of the map "Battlejuice 2 Delirium furens"
Size
G
Author
32167
Humans
1
Language
English
Teams
2
Comments
8
Players
8
Downloads
2953
Published date of map
06.01.2026
Country of author
Unknown
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Map Relaunch! Map Relaunch! Map Relaunch! The map has undergone significant rework following player feedback and reviews of playthroughs. It has been substantially rebalanced and is now suitable for players of any skill level. A new option has been added to complete the map on the “Queen” difficulty level. This allows the player to avoid a number of non-standard quests and move directly into combat. This is the only difference from the “King” difficulty; in terms of overall challenge, both difficulty levels are identical. The strength of the final bosses has been changed and reduced by approximately ten times. You can also release the final bosses from their zone and fight them on any terrain that is advantageous to you. This will also grant you earlier access to Dimension Door and Fly. The AI invasion waves have been adjusted: • The first wave begins after the hero Untouchable is defeated. • The second wave begins after entering the Underground. • The third and fourth waves begin after combat starts in the Underground. • The fifth and most powerful wave begins after one of the intermediate bosses (Faerie Fire or Lone Knight) is defeated. Additional hints have been added at the entrances to key areas of the map. Good luck, and I would greatly appreciate your feedback!



Comments: 8 Leave a comment

Was left 25.02.2026 14:24 (12789) Nuki

A very interesting and captivating map. It is clearly a high-effort project, and I thoroughly enjoyed the experience.

Strengths:

Unique Mechanics: Many non-standard mechanics regarding troop and artifact transfers.

Player Control: The map isn't strictly tied to in-game time; the player triggers game phases whenever they feel ready.

Author Guidance: Plenty of helpful hints throughout the journey.

Logistics: The pathing is incredibly well-calculated (tile-by-tile), with only a few exceptions regarding prison access.

Aesthetics: Beautifully crafted landscape that is a pleasure to explore.

Hidden Secrets: Numerous events, prisons, and artifacts tucked away, especially in the starting zone.

Combat Variety: Engagements are diverse and require a tactical approach, forcing the player to carefully swap armies, spells, and artifacts.

New "Resources": Loved the use of Peasants, Rogues, and Shackles of War as alternative currencies/requirements.

Factions: Great to have the choice between three starting factions.


Weaknesses & Balance Issues:

Lack of Narrative: Absence of a story or lore for the world, locations, and characters.

Difficulty Curve: Opponents felt weak. Both the early-game colors (Purple/Cyan) and subsequent waves didn't pose a threat because there is too much time to over-prepare.

Tactical Monotony: With enough preparation, every fight is won either flawless (no losses) or by sacrificing "1-stacks." Fights boil down to whether the enemy can be CC'd (Blind, Berserk, Slow) or not (where Force Field and Anti-Magic take over). Adding a "Super-Boss" to each wave—one that requires a long war of attrition—would be a great improvement.

Late-game Snowball: Once Tyraxor is freed and the Cloak of the Undead King is assembled, the challenge evaporates. My core army consisted of Enchanters, Titans, and Liches.

Gelu & Angels: Access to the "Real Gelu" comes too late (after Tyraxor). Most players will prioritize Dungeons and Water Control followed by Necromancers, rather than freeing Gelu near the Angels when troops are still scarce. I suggest buffing the Necromancers to force the player toward the Castles first. Currently, there’s no real need for Sharpshooters or Archangels since their upgrades come far too late.

Final Bosses: The last four bosses were underwhelming. Even with 4 million Liches and 20k Titans, I won without losses. I didn't even need to consider the strategy of releasing them early to prevent event-buffs. The finale (Harlequin/Haart) felt too easy even on auto-combat.

Main Hero: Tyraxor feels like the worst specialization for a main hero given that the endgame army is Enchanters/Titans/Liches. I’d love to see Orrin, Murdoch, or Neia as options.

Economy: Many gold-producing buildings and treasuries are blocked. The +3 Golden Goose arrived only at the very end.


Bugs & Technical Issues:

Prison Access: No access to prisons at (53, 77, 0) — missing Crag Hack and two supports.

AI Logic: Green and Orange (54, 71, 1 & 51, 78, 1) never freed their heroes from the water prisons.

Pathing Blocks: Jeddite (32, 202, 1) blocked the gateway, and Ash blocked his path to the portal gate. Consequently, five prisons weren't opened, and Jeddite never attacked.

Thief40 (31, 234, 1) never jumped into the portal.

Aine (35, 247, 1) blocked the path and didn't let Piquedram through, resulting in 3 missing bosses.


Conclusion:

I read in the description that this is a "Light" version, so I am very eager to see a more difficult, "Hardcore" version with these bugs fixed and the balance tightened. I’m very satisfied with the map and want to see it reach its full potential!

Was left 25.02.2026 20:40 (12790) 32167

Thank you so much for such helpful feedback! It means a lot to me. I’ll definitely take all your points into account while refining the map. It will take some time, so I’ll post the fully updated version later.

Currently, I have a few ideas for balancing the dungeon difficulty:

Once you defeat the mini-bosses (Faerie Fire and Lone Knight), a wave of invaders more powerful than them will spawn.

To reach the final bosses, you’ll need to defeat both mini-bosses and the Grim Reaper first. This will give the other AI heroes enough time to open all the prisons intended for them.

I’m thinking about removing COUK and HotA from the map entirely. Other tools should be enough to defeat the final bosses (upgrading Angels or Vampires, exchanging creatures for Fangrams).

Lastly, I plan to give the final bosses more mobility once they are freed (adding DD, Fly, and TP).

What do you think about these changes?

Was left 26.02.2026 20:26 (12791) Nuki

I love anything that increases the difficulty, especially in the final phase.

Great idea regarding the waves. The appearance of new, more powerful waves will force players to engage them more cautiously and perhaps not immediately. For example, I didn't attack Faerie Fire right away because she has the Ring of Oblivion, which prevents me from farming Liches. Instead, I initially bypassed her for gold to reach the Conflux towns (using Tyraxor instead of the Real Gelu to maximize Lich production). Later, I felt it was a waste of gold and replayed that part: I lured her onto a boat (214, 18, 1), dug up one shore, and blocked the other with empty ships, trapping her in the water away from reinforcements until I was ready to finish her off :) By the way, I noticed that Faerie Fire and Lone Knight didn't have enough resources to buy out their entire armies—is it because the AI doesn't see it as a priority once gold and chests are cleared from the path?

Regarding the Grim Reaper requirement: This is sensible. The main thing is to avoid the deadlock I encountered, where Jeddite blocked the gate for Ash, and Ash blocked the portal path for Jeddite. The AI isn't smart enough to move one hero to let another pass.

Removing COUK/HotA: This makes a lot of sense. These artifacts create a massive snowball effect when facing such huge enemy armies. Players eventually become strong enough to break through forbidden events (Azure Dragons), first with full magic and then even on cursed ground (level 1 spells only), which inflates the army even further. I even hit those resource-draining events near towns after spending everything to zero. Players will still have plenty of tools to win without these artifacts. You could even keep the COUK but disable the Necromancy skill itself. I also considered using Vampires for certain fights, but when there’s a simpler path, you take it. I’d love to see battles that force you to completely restructure your army using Rogues.

Final Boss Mobility: Very interesting. It will definitely add challenge and thrill. However, you’ll need to adjust their activation logic; in the current version, if they have these spells, they won't just run between mills/events.

One more thing regarding the Clone spell: Currently, it’s obtainable either for 50k Peasants or by killing the Grim Reaper. Gathering 50k Peasants is extremely slow and expensive (even with neutral exchanges), whereas killing the Grim Reaper is very easy if you lure him off cursed ground. These two methods don't feel equivalent in effort.

All the proposed changes will improve the map. Besides the balance, I’d still love to see some narrative/lore - who we are, what we are fighting for, and more background on the world and enemies.

Screenshot №541

Was left 26.02.2026 21:20 (12792) 32167

Thanks again for all your help! I’ll try to implement all the changes within a couple of weeks. I’ve also been thinking about the lore and stories, but making them actually engaging will take more time. Fixing the mechanics is much easier :)

It’s funny how 'dumb' AI can be and how shortsighted I was as a map creator :) I should have anticipated that one AI hero could block the path for another. I’ll definitely widen the passages and add some windmills to keep the AI moving. As for the final bosses, I’ll either add an event after they’re freed or place them on cursed ground so they can’t run away.

Thanks for helping me make the map better!

Was left 26.02.2026 23:07 (12793) Nuki

Glad I could help! The AI is indeed dumb, but if it were smart enough, it would just camp on army-boosting events non-stop :)

It’s better to use cursed ground to force players into releasing the bosses instead of just fighting them then and there :) I'll be looking forward to the updated version!

Was left 25.01.2026 21:37 (12771) ENB

I destroyed all the azure dragons at the starting location (well, not all, the AI ​​killed a couple). But the guard at the entrance still won't let me get to the necromancer's cloak.

Was left 25.01.2026 22:09 (12775) 32167

I don’t know why this could have happened… Maybe the AI killed those dragons, or maybe it’s a game bug. The optimal option would be to start over on difficulty level 4 and immediately jump from the necromancers’ island into the main area of the map. According to the map’s design, you would have had to jump into the same area anyway later on, abandoning all your cities. The map mechanics are set up so that difficulty levels 4 and 5 don’t actually differ in terms of difficulty. The most interesting part of the map comes later, once you kill the hero “Untouchable.” The necromancers’ island is just a warm-up that can safely be skipped.

Was left 11.01.2026 13:06 (12762) Dacent

карта для тех кто хочет по 2 часа один ход играть... ну прям такое се

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