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Earthsong

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The Earthsong Clan

Tribok Invasion


Map is focused on Islands of Aragnia, an ancient land populated by goblin traders and Malaku Trolls. By some demonic act Malaku trolls have fallen under demonic possesion and they are using their voodoo magic for dark deeds.
Three orcish clans have settled these islands, followed by centaurs they had no peace.
Clan who settled southern parts of Aragnia was The Earthsong Clan, centaurs couldnt advance more to north because of unbreakable malaku fortress. They have attacked Earthsong Clan and that is where story begins.

TilesetsModelsSystemsSpells
MorbidperfjertGhostThruster's Inventory System (slightly edited)calex3's Magic of frozen stone (edited)
Inhuman89shamanyouranus/Paladon's Unexpected Charge
Born?ModificateRetroSexual //

Rest of models are 90% imported, and those are converted world of warcraft models, made by blizzard.


tribokucentaur.jpg

skysongclan.jpg

throneoffire.jpg

rockfuryclan.jpg

rockfuryclan2.jpg

malakutrolls.jpg

centralaragnia.jpg



Pictures are old, and terrain is different in game, especially Malaku Fortress and Earthsong Clan.

I have done some last minute edits, and now not sure if it all work correctly, i hope someone will test it out before i do so.
Please report all bugs you find, thanks in advance.

Sorry for this fast update, but trying to fix as many bugs as i can find.
Please report anything you find.
Fixed 2 bugged quests in Skysong Clan, shop regions and hopefully gate animation.

Added several sound tracks made by blizzard and audiomachine to enviorment up game play.
Also i have added several item models made by:
-Grendel
Frankster
Pyramidhe@d



Terrain remake in first region.
Fixed raptors animations.
Removed Gift of Stormbringer and Leaves of Malaku herbs,
elixirs those are made using these herbs can be bought at vendors.
Terrain remake at totem of fire.
Added voodoo corrupter mob west from skysong clan who has 100% drop chance.
Fixed some bugged mob spells.
Changed cooldown group for bomb items to other than healing.
Minor Heroes ability changes. Cooldowns and something else not of important matter.
Amount gold droped by mobs reduced by great deal. (More farming for skysong items, sorry people it was too easy to buy them).
Added chance for mobs to drop Mana and Healing potions, of lower level zone.
Centaurs have complete set of spells now.
Camera perspective is fixed at Malaku fortress and Throne of Fire.





Keywords:
Earthsong, Astral, Rpg
Contents

Earthsong (Map)

Reviews
Vengeancekael Date: 2012/Sep/02 17:32:49 [Please do not send me a message, use Staff Contact] Comment: [Approved] Pan the camera to the player in the beginning, not cliffs. Staff Contact - Rules
Level 4
Joined
Jan 10, 2011
Messages
61
Again i forgot to mention thing or two, so ill hit a comment.
In first it was inferno hard to play, so i made it easier, but still it is not very much easy.
First region will go quick, but rest will bring some pain.
In first village you come all quests are required for advancing, after that all are optional.
Some quests are droped by mobs, some are hidden in forests or mountains. To acquire those quests you have to use action ability on quest objects. So do good search of region before you decide to leave it. I have tested first 40% of map and i couldnt find some bugs, now ill be testing what is left, if you notice something i missed please report it. Once again, pictures i posted are pics i was taking during terraining now they are different not much but some elements have been added mountains, shrines .... I will look to post new ones soon.
 
Level 4
Joined
Jan 10, 2011
Messages
61
If you had problems with Totem of Fire after second update, now it is fixed.
And voodoo corrupter is moved to shrine on eastern side, once you hit eastern exit of skysong village its just little more to east.

Earth Totem
totemofearth.jpg

Spearfeather Tribe
spearfeathertribe.jpg

Spearfeather Forest
spearfeatherforest.jpg

Mandala Village[/center[
goblinvillagemandala.jpg

Malaku Fortress
malakufortress.jpg

Fire Totem
firetotem.jpg

Skysong
skysong.jpg

Tree on Left
rockfuryclan.jpg

Spearfeather Tribe
spearfeathertribe.jpg



Map is completely outdoor, but next map im planing to make about rise of new earthsong clan will contain some dungeon parts. Also trying to find a better description of earthsong clan, i have wrote a lot about them on my old wow guild web page, when i dig out those texts i will update.
Thanks for playing.
 
Last edited:
-Terrain is good but on some points there are on big space nearly 0 doodades Oo
- pls delete arrows who appears when you got near a quest npc
- when raptors die they have a death_swim animation
- easy effectiv controlling with inventory/interaction gj
- pots and smoke bombs had shared cds, so in fight i cant use pots as fast as usual when i used a smokebomb before
- to small generell inventory for all this herbs and quest items

so now i will go to sleep^^
 
Level 3
Joined
Aug 29, 2006
Messages
55
Hey Strahinja,

I've played up to the second orc fortress with the male character. There is one annoying bug which is going to make me start over....when I walked up the fountain of healing in the starting area, it changed my camera angle to show the nice path. However, it didn't change my camera back on the way out, and my camera has been stuck in the tilted position for probably 1 hour of gameplay. It makes it very hard to use the inventory system, because it shows it at a slant. Also, gameplay is harder because the camera blocks some things.

Anyway, nice map. It's too bad this map didn't get much recognition. I think it's about as good as Mitula's Seal, which is right now getting a lot of hits and downloads and comments. It's bigger than Mitula's Seal, and has it's own set of issues, but overall, it's once again gorgeous terrain and fun to play.

I'm not holding my breath for any new versions, so I think I'll start over and play the other character and never walk up to that fountain of healing...preserving my camera.
 
Level 3
Joined
Aug 29, 2006
Messages
55
OK, I beat the map with Agai. She was much stronger than the male orc, especially in the early game. Late game she wasn't better, but I was able to beat the map in probably 2-3 hours of play.

You wrote that this map is "complete", but here are a few bugs to fix, just in case you want to.

1. When I summoned the troll boss, he belonged to me (player 1?)....so instead of killing him, I actually took him with me and used him to destroy centaurs until he was almost dead....and then I killed him.
2. The pathing at the very beginning of the troll fortress (which is terrained quite nicely), needs some tweaks. You disappear into the floor a lot because there isn't a consistent "top floor" of pathable doodads.
3. The camera bug I mentioned before came back again, this time not as bad. Some other event slightly changed my camera, and then looking at the inventory screen was a pain, but still barely doable.
4. The doodad that you used as a gate directly to the right and up from the gnolls opens and closes over and over again. It was confusing.
5. This isn't exactly a bug, but after I loaded a save late game...my hero had some bonus abilities, including some kind of immolation-like voodoo ability that we got, I think, from the shapeshifting tree. Anyway, after loading the save, all the abilities were tangled up, and Agai's "Q" ability was actually pushed off and I couldn't use it anymore. I have the same problem with loading a save on my map...not sure what the fix is.
 
Level 4
Joined
Jan 10, 2011
Messages
61
Huh, i am not at place where i can work and i got pretty nice idea to expand little mitula's seal, also some bug crossed my mind that i left behind i think, if you die at kazin, camera bounds doesnt go back to regular, but ill instal wc3 here and check all those things, also add something new to mitula, and when it is finally over ill go back to tribok invasion to fix all what should be fixed, those cam stuff, will be fixed with camera bounds, 3 mins of work. But first to finish mitula, this map will be eternally on pending anyway :D

But however, you could notice in that map, that Agai (female hero) is Rogan's mother, while that male hero is Rogan's father. You play map with one but both of them survived centaur attack. That map is really rough, needs lot of additional work, on animations and on story, since it is just runing from place to place solving their problems, and on the end meet centaurs and kill their leader...I realised that is kinda of stupid, but since Mitula was in progress i didnt want to drop it, but as i said, soon after mitula is over im going back to this map, a lot will be changed. Thanks for commenting :)


Btw i have more maps, rejected tho ! xD Ill check up on them to fix main bugs and re upload as well as this once mitula is finished.
 
Level 3
Joined
Aug 29, 2006
Messages
55
Hey Strahinja,

I did realize that the two heroes were Rogan's mother and father...I just forgot their names when posting.

This map is very good!

A big thing you need to fix in both this one and Mitula's Seal is the dialogue in the cinematics and the stuff written in the quest menus. It isn't always clear what to do. I figured everything out, but quite a bit of it was through trial and error.

If you want any help re-writing some dialogue/quest menus, let me know. I'd be happy to help.
 
Level 4
Joined
Jan 10, 2011
Messages
61
Hey Strahinja,

I did realize that the two heroes were Rogan's mother and father...I just forgot their names when posting.

This map is very good!

A big thing you need to fix in both this one and Mitula's Seal is the dialogue in the cinematics and the stuff written in the quest menus. It isn't always clear what to do. I figured everything out, but quite a bit of it was through trial and error.

If you want any help re-writing some dialogue/quest menus, let me know. I'd be happy to help.


I am aware of grammar errors and such, also quests might not be very well interpreted because of my intentions to not tell everything in quest description, sometimes directions and causes of quest. Rest i try to leave to player to discover. If you can rewrite those texts at that way, better but still that way to not reveal whole quest, ill gladly copy-paste them to quests.

That third part, i am planing to make without single quest. But with many floating texts and at every different stage of game important npcs will keep showing one message, and after player overcomes what he should the message will be changed(floating texts). I was thinking that can way of playing game can bring more joy than completing quests and it would be lotsa easier for me to make whole map. Quests are pain in the ass...
 
Level 2
Joined
Dec 16, 2011
Messages
234
Quest Dialogue missing

Hi there,

I am currently doing the Quest "Friend in Trouble".
However, for the Quest description, the last thing that is mentioned is:
"and they are probably holding him some".
So I have no idea where to look for Zazgaz' younger brother engineer :p.
What happened to the rest of the quest info? lol. Please fix this :p
Also, for other quests, when you hit F9 it doesnt tell you who you're supposed to return to for your reward or to hand in quest items.
I know that the first town is small, but its nice to know these things :)

A few things I like about this RPG map so far:
* Music is really really good. Reminds me of the movie Braveheart, and that olden Irish kind of music.
* Quests are quite fun
* Character models look really good
* Fun Spells to use
* Cool inventory system / equipping items

I look forward to playing through this one, after the quest dialogues are fixed, and then moving onto Earthsong III, since I have already played Mitula's Seal.
 
Last edited:
Level 2
Joined
Dec 16, 2011
Messages
234
Just letting you guys know that I am helping the author of this map by re-doing all the quest and cinematic dialogues, so it will be easier to understand.

So there will be an updated version coming soon. For now, the camera problems have been fixed, so enjoy until the next version is out!
 
I'm playing it now, and I'll post things as I notice them.




"Tasty Saucage" should be "Tasty Sausage".
The rock tiles you used on cliffs are terrible, sorry. I know they weren't made by you, but you should try to find something else to use. They aren't designed well, and I can clearly see actual squares everywhere as the edges don't line up together.
I seemed to lose the armor bonus from my equipped items as I sold unequipped items of the same type. It was fixed by unequipping and re-equipping everything, but that can be annoying.
Quest "Wild Fruits" says 10 fruits required, but completes at 6.
You need to change Shield Block to an item ability, or place it in a hidden spellbook. Having items put ability icons on your hero can be annoying.
The doodad-placed ground portion of the terrain in the dinosaur area was very buggy. Most likely because you had placed many of them within each other, so that they conflict with each other, switching back and forth from one to the other, making a bunch of buggy lines. Spread them apart a bit, or make some of them 5% higher than others to avoid visible collision.
When completing a quest with botanist spices, the Chef said "Awwww for these spices i would cook even my assistant!". Not a big deal, but you should capitalize the i.
There was no physical way to get out of the first area, which accounted for about 5% of the map. I eventually figured it out, but a lot of players might leave of boredom while trying to find it. You should give players a hint in the quest dsecription, saying "take the bridge to the east" or something, and you need to use a better model for the goblin device which acts as a switch, so players feel more inclined to cast their "interact" spell on it. Like, I don't know, maybe an actual switch, instead of a destroyed arcane building doodad...


Golden Fish Sticks were ridiculously valuable compared to their effect. I might as well sell the 6-stack of them and buy 20 potions. At the moment, you can heal yourself faster with potions; use potion, 150 healed, 5 seconds later, use potion, 150 healed. 300 healed in 5 seconds during combat, in oppose to 300 healed in 10 seconds outside of combat, yet Golden Fish Sticks are supposed to be some sort of useful quest reward. I suggest increasing their heal to 500.
At level 6, I still have 9 intelligence, making it impossible to cast the spells which cost more mana than I even have. I understand that warlords aren't spellcasters, but if your spells gain mana cost per level, then the hero needs to at least gain some small amount of mana as well. I suggest 0.5 intelligence per level (1 intelligence per 2 levels) just so that his mana will at least raise over time.
Mana cost of abilities increases far too much per level, making leveling the abilities a bad idea for Warlords. Level 1 Heart Strike costs something like 24 mana, and deals 50 + 50% ability power damage and lowers target armor by 2. That means, on a level 3 hero, 72 damage and lowers target armor by 2. Heart Strike Level 2 deals 100 + 50% ability power (122 damage) and lowers the target armor by 4, while costing 48 mana to cast. So the mana cost has doubled, while the actual damage has gone up by about 75%. I suggest increasing the mana cost of abilities as they level by somewhere between 20% and 50% of the base mana cost, otherwise there is no point in leveling them as mana efficiency is important.
Morbrough Grunt's Pauldrons supposedly increased armor by 2, health by 25, and spirit by 2. They did increase the spirit, but I did not gain armor. I fiddled around with my items and noticed that its armor bonus did not stack with Morbrough Grunt's Cuirass's bonus of 2 armor. The health didn't stack between the armor and pauldrons, either.
Heart Strike level 3's mana cost went up to 95. This is absolutely ridiculous. Level 1 Heart Strike on a level 5 warlord, including the bonus ability power from stats, deals 78 damage and lowers the target's armor by 2, at a mana cost of 24. Level 3 Heart Strike on a level 5 warlord, including ability power from stats, deals 178 damage and lowers the targets armor by 8, at a mana cost of 95. That's 4 times the mana cost with only a bit over twice the damage. You seriously need to work on balancing mana cost increments; have a constant increase of about 50% of the base mana cost; not a previous value factor. Otherwise I might as well just keep it at level 1.
Escorting the Engineer Zazgaz was far too easy. He had incredibly high health, and very high health regeneration. Purely for testing purposes, I held position, did not enter combat, and let him fight his way back to the base. He reached the base with full health. What's the point of a quest that does itself? Please, make him weaker, so that this can be more interesting. I suggest lowering his health to 600, and lowering his health regeneration to 2/sec. 1350 health, and about 10 hp/sec, or something like that, is way too fast for a beginner area; I don't even have to protect him because he's even stronger than I am.
Strength of Earthsong lasts for 10 seconds. That's not long enough to be at all useful for such a high mana cost. Since you already increase the armor and health regeneration per level, the duration might as well remain constant. I suggest raising the duration to somewhere between 12 and 20 seconds. Believe me, it might not sound like much, but 12 seconds would make it much more useful than 10.
Rage of Earthsong is not mana-efficient at all. Consider the mana cost, and 10 damage bonus for 5 seconds. That's basically simply dealing 40 damage over time, as he will hit about 4 times in a second. Meanwhile, Heart Strike deals significantly more damage, with the affect of ability power. I suggest increasing the damage of Rage of Earthsong to 8 seconds, to make it more worth spending mana and skill points on.
Health potion heals 150 instantly, costs 15, usable in combat. Tasty saucage heals 300 over 10 seconds, only usable outside of combat, costs 45. Why would anybody buy sausages, when it heals less per gold, and takes time to do it? You should lower the price of sausages to 20 gold, so the player can have the option of faster heals, and usable in combat, for higher gold price, or sausages which can only be used outside of combat but cost less for the amount of healing.
You also need to increase the cooldown of potions. With such a low cooldown, they can be spammed to the point where if a player is terrible, he can simply grind gold and then spam potions. It looked like their cooldown was 3-5 seconds. It should be somewhere between 8 and 20 seconds for proper balance. I know from 5 seconds to 8 seconds might not sound like much, but trust me, that makes a difference.


At the moment there aren't many merchants, I'll suggest turning some of the town's characters into merchants:
It would be neat if Botanist Dingle sold herbs that restored mana over time.
It would be neat if Engineer Zazgaz, after you rescue him, designed an Engineered Buckler which gave +4 armor and a 15% chance to block 15 damage, with a gold cost of 600 gold, giving players in the first town something to blow gold away on for something slightly better than the shield they'd get from raptors, while also making the Village more interactive.
I could find no place to heal in the beginning, which was annoying. It would be nice if there was a place in the base which at least slightly increased health and mana regeneration, so that I don't have to wait forever to regenerate after killing a pack.



These lists will continue to grow as I am testing the map and editing this post. When I'm done with the first test, I'll say so here. Until then, be ready to re-read this post as it will contain more suggestions when I'm done with it.
 
Last edited:
Level 14
Joined
Jun 22, 2009
Messages
216
I'm playing it now, and I'll post things as I notice them.




"Tasty Saucage" should be "Tasty Sausage".
The rock tiles you used on cliffs are terrible, sorry. I know they weren't made by you, but you should try to find something else to use. They aren't designed well, and I can clearly see actual squares everywhere as the edges don't line up together.
I seemed to lose the armor bonus from my equipped items as I sold unequipped items of the same type. It was fixed by unequipping and re-equipping everything, but that can be annoying.
Quest "Wild Fruits" says 10 fruits required, but completes at 6.
You need to change Shield Block to an item ability, or place it in a hidden spellbook. Having items put ability icons on your hero can be annoying.
The doodad-placed ground portion of the terrain in the dinosaur area was very buggy. Most likely because you had placed many of them within each other, so that they conflict with each other, switching back and forth from one to the other, making a bunch of buggy lines. Spread them apart a bit, or make some of them 5% higher than others to avoid visible collision.
When completing a quest with botanist spices, the Chef said "Awwww for these spices i would cook even my assistant!". Not a big deal, but you should capitalize the i.
There was no physical way to get out of the first area, which accounted for about 5% of the map. I eventually figured it out, but a lot of players might leave of boredom while trying to find it. You should give players a hint in the quest dsecription, saying "take the bridge to the east" or something, and you need to use a better model for the goblin device which acts as a switch, so players feel more inclined to cast their "interact" spell on it. Like, I don't know, maybe an actual switch, instead of a destroyed arcane building doodad...


Golden Fish Sticks were ridiculously valuable compared to their effect. I might as well sell the 6-stack of them and buy 20 potions. At the moment, you can heal yourself faster with potions; use potion, 150 healed, 5 seconds later, use potion, 150 healed. 300 healed in 5 seconds during combat, in oppose to 300 healed in 10 seconds outside of combat, yet Golden Fish Sticks are supposed to be some sort of useful quest reward. I suggest increasing their heal to 500.
At level 6, I still have 9 intelligence, making it impossible to cast the spells which cost more mana than I even have. I understand that warlords aren't spellcasters, but if your spells gain mana cost per level, then the hero needs to at least gain some small amount of mana as well. I suggest 0.5 intelligence per level (1 intelligence per 2 levels) just so that his mana will at least raise over time.
Mana cost of abilities increases far too much per level, making leveling the abilities a bad idea for Warlords. Level 1 Heart Strike costs something like 24 mana, and deals 50 + 50% ability power damage and lowers target armor by 2. That means, on a level 3 hero, 72 damage and lowers target armor by 2. Heart Strike Level 2 deals 100 + 50% ability power (122 damage) and lowers the target armor by 4, while costing 48 mana to cast. So the mana cost has doubled, while the actual damage has gone up by about 75%. I suggest increasing the mana cost of abilities as they level by somewhere between 20% and 50% of the base mana cost, otherwise there is no point in leveling them as mana efficiency is important.
Morbrough Grunt's Pauldrons supposedly increased armor by 2, health by 25, and spirit by 2. They did increase the spirit, but I did not gain armor. I fiddled around with my items and noticed that its armor bonus did not stack with Morbrough Grunt's Cuirass's bonus of 2 armor. The health didn't stack between the armor and pauldrons, either.
Heart Strike level 3's mana cost went up to 95. This is absolutely ridiculous. Level 1 Heart Strike on a level 5 warlord, including the bonus ability power from stats, deals 78 damage and lowers the target's armor by 2, at a mana cost of 24. Level 3 Heart Strike on a level 5 warlord, including ability power from stats, deals 178 damage and lowers the targets armor by 8, at a mana cost of 95. That's 4 times the mana cost with only a bit over twice the damage. You seriously need to work on balancing mana cost increments; have a constant increase of about 50% of the base mana cost; not a previous value factor. Otherwise I might as well just keep it at level 1.
Escorting the Engineer Zazgaz was far too easy. He had incredibly high health, and very high health regeneration. Purely for testing purposes, I held position, did not enter combat, and let him fight his way back to the base. He reached the base with full health. What's the point of a quest that does itself? Please, make him weaker, so that this can be more interesting. I suggest lowering his health to 600, and lowering his health regeneration to 2/sec. 1350 health, and about 10 hp/sec, or something like that, is way too fast for a beginner area; I don't even have to protect him because he's even stronger than I am.
Strength of Earthsong lasts for 10 seconds. That's not long enough to be at all useful for such a high mana cost. Since you already increase the armor and health regeneration per level, the duration might as well remain constant. I suggest raising the duration to somewhere between 12 and 20 seconds. Believe me, it might not sound like much, but 12 seconds would make it much more useful than 10.
Rage of Earthsong is not mana-efficient at all. Consider the mana cost, and 10 damage bonus for 5 seconds. That's basically simply dealing 40 damage over time, as he will hit about 4 times in a second. Meanwhile, Heart Strike deals significantly more damage, with the affect of ability power. I suggest increasing the damage of Rage of Earthsong to 8 seconds, to make it more worth spending mana and skill points on.
Health potion heals 150 instantly, costs 15, usable in combat. Tasty saucage heals 300 over 10 seconds, only usable outside of combat, costs 45. Why would anybody buy sausages, when it heals less per gold, and takes time to do it? You should lower the price of sausages to 20 gold, so the player can have the option of faster heals, and usable in combat, for higher gold price, or sausages which can only be used outside of combat but cost less for the amount of healing.
You also need to increase the cooldown of potions. With such a low cooldown, they can be spammed to the point where if a player is terrible, he can simply grind gold and then spam potions. It looked like their cooldown was 3-5 seconds. It should be somewhere between 8 and 20 seconds for proper balance. I know from 5 seconds to 8 seconds might not sound like much, but trust me, that makes a difference.


At the moment there aren't many merchants, I'll suggest turning some of the town's characters into merchants:
It would be neat if Botanist Dingle sold herbs that restored mana over time.
It would be neat if Engineer Zazgaz, after you rescue him, designed an Engineered Buckler which gave +4 armor and a 15% chance to block 15 damage, with a gold cost of 600 gold, giving players in the first town something to blow gold away on for something slightly better than the shield they'd get from raptors, while also making the Village more interactive.
I could find no place to heal in the beginning, which was annoying. It would be nice if there was a place in the base which at least slightly increased health and mana regeneration, so that I don't have to wait forever to regenerate after killing a pack.



These lists will continue to grow as I am testing the map and editing this post. When I'm done with the first test, I'll say so here. Until then, be ready to re-read this post as it will contain more suggestions when I'm done with it.

I read all of it, your suggestions make pretty much gr8 sense and will be applied but to my new map :) Next rpg is will be older one reworked, and located in Zuka's Journey. Thanks for commenting.
 
Level 5
Joined
Dec 10, 2012
Messages
84
This is a REALLY GOOD SRPG but, I encounter a very annoying bug, the gate the gnolls have sealed to the totem of fire is bugged, it flaps open and closed. I try using the seal of magoc on it and nothing happens :(

I can give you some screenshots if you want just contact me.

Other then this really annoying bug I really love the texture, models, and terrian is phenomenal. I give this map a 5/5 and [color=green2]+rep[/color]!
 
Level 1
Joined
Dec 10, 2013
Messages
3
well this was a good SRPG, Exellent Texture and Models. But the bugs especially "camera bug" make this map unplayable, but nevermind. I going to play Earthsong 2 and 3 anyway.
 
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