The Tactical Duel Map plays out like a final fight simulator - Level up automatically, acquire army, artifacts, spells and you're ready for battle!
There are two versions: The vanilla version is based on 3.1 balance and has no balance changes (except some minimal bans) while the standard version has a number of improvements and rebalancing.

In our Discord Community you can play games or join friendly tourneys that are hosted semi-regularly. This is a friendly gathering spot for like-minded people and we welcome people of any level. If you enjoy Homm 5, strategy and tactics, you'll fit right in! :)

Special thanks to Asheera, Fiur, Magnomagus, Polyglot, Marko, Hottabych, Lohikaarme, PawelW and JoonasTo for their inspiration, support, gameplay insight and technical help. Also to Zahar, ArchWarlock, Psaktha, Narron, Hannik, Kilrein and fktifzobr for their amazing visual mods!

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With this version we are finally in 3.0! A lot of the roadmap milestones have been covered in the past year just as more have popped up as new technical discoveries are made, new ideas considered and old ones re-evaluated. Here is a look at the new additions.

[Heroes]

Nathir specialization now also includes Firewall! Nathir is no longer forced into Destructive but also has the option of Summoning! Firewall had returned to Summoning for a while now, its former (and imo rightful) home before TotE. It works wonderfully for stalling/turtling/control that summoning is known for but it also had issues in Destructive - lacking an empowered version, not working with Warlock's Luck and being far slower than its alternatives.

Vayshan now boosts poison! While he's always worked well with stalkers, assassins didn't really take advantage of his might stats. Rather than give him extra scouts, I have improved poison by +1 per unit. More unique and certainly more felt :)

[Factions]

Haven and Stronghold have always had trouble versus Necropolis and Inferno, even dating back to 3.1. Charging straight into their ranks is ill advised but playing defensively is also a risky game. And tweaking the units would also create imbalances in the other faction matchups. Until recently, the haven priests were granted a weak Word of Light as a tool specifically aimed at these two factions but obviously it wasn't an ideal solution. Which leaves us with.. Script magic! By the power of RachidSystem (thank you mate!) , Haven and Stronghold gain +3 attack when matched against Necropolis or Inferno!
More testing will be needed but these matchups should work better now.

[Artifacts]

The summoning ring has long been at an awkward spot. It was improved when the Summon Elementals spell was revised but it didn't yet feel.. right. Now it also boosts the Phoenix spell like a proper summoner's ring.

[Mechanics]

Due to the recent increase in army size and the toning down of Excruciating Strike, the hero attacks had become a little underwhelming. Now one hero attack damage is more reliable and heroes with marks or Excruciating Strike will be sure to appreciate.

[Units]

Due to popular demand, the original Treant models are back! However the beta Treant still lives on, in the form of the 3rd alt upgrade.

treant

Best friends xD

[Battlefields]

This version comes with two new battlefields, some older ones completely remade and numerous others improved!

Now it is possible to trigger a visual effect as soon as you enter the battlefield, like a flock of flying ravens (fear effect), a vampiric bat flying away from the battlefield (vampirism effect) or a frost ring. Since it's possible to enlarge those effects, you can now see them in greater detail than ever.

The Goblin Village is the first addition. A remote village of tiny goblins, complete with cyclopes eating from a garbage pile, a slave market and a hungry wyvern. Dedicated to my friend Lohikaarme :)

goblin

goblin2

The Fortress of Solitude is a cold, lonely place with icy decor. With Greek weather at constant 37-38 degrees, I would happily move there.

fortress

And finally, some battlefields that received a major makeover.

altar 1

altar2

treasury2

Do you have 5 minutes? Place the map in the maps folder, go to Duel Mode and check the battlefields.
You won't be disappointed ;)

Special thanks to RachidSystem and Marko.
Cheers, have fun.

Duel Map in a Nutshell

Duel Map in a Nutshell

Feature

What is the Duel Map? A quick summary of what the map has to offer.

Duel Map 2.99 Update (July 2024)

Duel Map 2.99 Update (July 2024)

News

A mostly visual update, making the map and its battlefields a lot more lifelike.

Testers wanted! Duel Map Update (June 2024)

Testers wanted! Duel Map Update (June 2024)

News

Following the special Turncoat round, the main map is being brought up to speed. Who's up for some testing games? :)

Tactical Duel Map Update (April 2024)

Tactical Duel Map Update (April 2024)

News

This version marks the next phase for the Duel Map development. More to come but for now it's time to release a playable version.

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Tactical Duel Map [Version 3.0]

Tactical Duel Map [Version 3.0]

Full Version

Gameplay tweaks, new visuals and a couple of new battlefields.

Tactical Duel Map Manual

Tactical Duel Map Manual

Guide

Contains the full Duel Map changelog [07-07-24] Sometimes there is a delay in the manual update. The latest one always comes with the map pack.

Semi Vanilla Duel Map

Semi Vanilla Duel Map

Full Version

Basically 3.1 version with some balance tweaks.

Vanilla Duel Map [15-11-23]

Vanilla Duel Map [15-11-23]

Full Version

Includes 1) Vanilla Duel Map version (original 3.1 balance) 2) Semi-Vanilla (close to 3.1 with some minimum changes to make skills/spells/units more viable...

Tactical Duel Map [Version 2.99]

Tactical Duel Map [Version 2.99]

Full Version

A mostly visual update, making the map and its battlefields a lot more lifelike. Slightly rebalances the summons and introduces the Nethermage 3rd alt...

Tactical Duel Map [Version 2.98]

Tactical Duel Map [Version 2.98]

Full Version

A few skill changes, summon rebalancing and more. Only map update, same exe as in 2.97!

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