- Joined
- Feb 8, 2015
- Messages
- 813
Hello there, and welcome to the main topic of my map Age of Humanity. It's a constant WiP map still in a prototypical state but fully playable and functional.
Age of Humanity can be defined as a tribute to all of the Age of Empires-like games : Age of Empires, Empire Earth, Age of mythologies, Rise of Nations....
At first, in July 2015, it was only a test to know if i can put AoE-like mechanics (units upgrades, hidden icons, buildings morphing each ages) into Warcraft 3. Then, in December 2015, i continued the test by completing a playable map with 5-6 players. It had 4 ages. It evolved until now and it won't be stopped until its very end !
But i won't stop here, it's not a pure copy of the original game. I made all the mechanics as i wanted to see them with a new and refreshing gameplay.
I/ Ressource gathering
Except for trees, the harvesting system is completely different than Warcraft III : Workers needs to attack the ores to get money at each hits. It was possible by using Pillage ability and adding a specific price to the ressources. So i managed to make them balance-able (decrease the price = slower gathering, decrease the life : faster gathering but it's depleting faster etc...)
II/ Map
The map is our good old earth, with some edits to make it more playable. All the players spawn connected together by land between 21 random points. Ressources are spread around all lands, with more ores in desert, more hunting and foraging in humid area and stones on mountains.
III/ Ages
What is Age of Empires Without Ages ? (It'll be "of Empires" uuh....
) My map have for now 9 epochs fully playable. Most of them make all buildings morph into new one.
IV/ Units
There's several types of units which can counter sometimes upgraded versions :
V/ Path
But it won't stop here too ! Age of Humanity let you pick different paths each ages, giving bonuses, new paths and unique units for your tech-tree.
This is the Current one :
To be more synthetic :
Notes about paths :
Silver age correspond to magic-like tree.
Ruby is a mix of Tech and magic
VI/ Some remarks
First of all, all of the models/skins aren't credited yet because they change very often so once a stable version is released, i'll do all the list of credits.
There's a desync with ENT and MMH bots around 8-16mn. It's not clear.
Even if there's no leaks, the map crash when someone pass an age in mid-late game. Happens very rarely because of the recent optimizations.
The historical accuracy is shadowed by the balance. An age-late unit can counter what it counter for the next age (Age I stone thrower beat an Age II archer, because Skirmishers>Archers)
The map is completely playable in ENT (and sometimes up to date at MMH, but prefer ENT). The map would be a bit big for 2-5 players, but that's perfectly playable too.
Let's hope i'll bring back sweet childhood memories with my map :>
VII/ Screenshots
VIII/ Video
IX/ Advancements
=====GameDesign ████████████████████ 30%
====objects ████████████████████ 45%
===Models || ████████████████████ 10%
==Triggers iii| ████████████████████ 60%
=Terrain i|ii| ████████████████████ 93%
Release 1.0i ████████████████████ 35%
[In writing]
Map download : Age of Humanity Prototype 0.1.5.1.3a - Warcraft 3 Maps - Epic War.com (not instant on click)
Age of Humanity can be defined as a tribute to all of the Age of Empires-like games : Age of Empires, Empire Earth, Age of mythologies, Rise of Nations....
At first, in July 2015, it was only a test to know if i can put AoE-like mechanics (units upgrades, hidden icons, buildings morphing each ages) into Warcraft 3. Then, in December 2015, i continued the test by completing a playable map with 5-6 players. It had 4 ages. It evolved until now and it won't be stopped until its very end !
But i won't stop here, it's not a pure copy of the original game. I made all the mechanics as i wanted to see them with a new and refreshing gameplay.
I/ Ressource gathering
Except for trees, the harvesting system is completely different than Warcraft III : Workers needs to attack the ores to get money at each hits. It was possible by using Pillage ability and adding a specific price to the ressources. So i managed to make them balance-able (decrease the price = slower gathering, decrease the life : faster gathering but it's depleting faster etc...)
II/ Map
The map is our good old earth, with some edits to make it more playable. All the players spawn connected together by land between 21 random points. Ressources are spread around all lands, with more ores in desert, more hunting and foraging in humid area and stones on mountains.
III/ Ages
What is Age of Empires Without Ages ? (It'll be "of Empires" uuh....

Stone age [ I ] 100 000 BC - 8000 BC
Very first age. Few military units, no defenses. Low technology.
Copper Age [ II ] 8000 BC - 3000 BC
Apparition of basic defenses, first cavalry and navy units.You can start some basic economy improvements in the market.
Bronze Age [ III ] 3000 BC - 500 BC
Apparition of Siege and decent walls. First bronze weapons on the battlefield.
Iron Age [ IV ] 500 BC - 500 AD
Apparition of Forts and Generals, better walling and towering.
Steel Age [ V ] 500 AD - 1400 AD
Medieval-like epoch. Siege improvements and better armored units.
Gunpowder Age [ VI - 1 ] 1400 AD - 1600 AD
Apparition of basic Gunpowder units and buildings. Last upgrades for Medieval-like soldiers
Enlightenment Age [ VI - 2 ] 1600 AD - 1750 AD
Improvements for gunpowder units and siege.
Steam Age [ VII ] 1750 AD - 1900 AD
Better gunmen, siege, ships and defenses. Abandon of Archaic units.
Oil Age [ VIII ] 1900 AD - 1950 AD
First Modern age. Apparition of modern Equipements, air units, ships, Tanks and vehicles.
Uranium Age [ IX ] 1950 AD - 2050 AD
Today technologies with advanced warfare and apparition of helicopters.
Laser Age [ X ] 2050 AD - 2500 AD [WiP, not yet added]
First Futuristic age. Apparition of Laser weaponry on units. First War robots in the battlefield.
Plasma Age [ XI ] 2500 AD - 3000 AD [not yet started]
Second Futuristic age. Overall boost for everything. Apparition of Support Robots, spaceships and super-soldiers.
Anti-matter Age [XII] 3000 AD - [...] [not yet started]
Final Age. Everything broken and strong.
Very first age. Few military units, no defenses. Low technology.
Copper Age [ II ] 8000 BC - 3000 BC
Apparition of basic defenses, first cavalry and navy units.You can start some basic economy improvements in the market.
Bronze Age [ III ] 3000 BC - 500 BC
Apparition of Siege and decent walls. First bronze weapons on the battlefield.
Iron Age [ IV ] 500 BC - 500 AD
Apparition of Forts and Generals, better walling and towering.
Steel Age [ V ] 500 AD - 1400 AD
Medieval-like epoch. Siege improvements and better armored units.
Gunpowder Age [ VI - 1 ] 1400 AD - 1600 AD
Apparition of basic Gunpowder units and buildings. Last upgrades for Medieval-like soldiers
Enlightenment Age [ VI - 2 ] 1600 AD - 1750 AD
Improvements for gunpowder units and siege.
Steam Age [ VII ] 1750 AD - 1900 AD
Better gunmen, siege, ships and defenses. Abandon of Archaic units.
Oil Age [ VIII ] 1900 AD - 1950 AD
First Modern age. Apparition of modern Equipements, air units, ships, Tanks and vehicles.
Uranium Age [ IX ] 1950 AD - 2050 AD
Today technologies with advanced warfare and apparition of helicopters.
Laser Age [ X ] 2050 AD - 2500 AD [WiP, not yet added]
First Futuristic age. Apparition of Laser weaponry on units. First War robots in the battlefield.
Plasma Age [ XI ] 2500 AD - 3000 AD [not yet started]
Second Futuristic age. Overall boost for everything. Apparition of Support Robots, spaceships and super-soldiers.
Anti-matter Age [XII] 3000 AD - [...] [not yet started]
Final Age. Everything broken and strong.
IV/ Units
There's several types of units which can counter sometimes upgraded versions :
╚Heavy infantry : basic soldiers in melee (mace, sword or axe) with decent armor and damage,versatile in numbers. Strong against skirmishers and siege, resists well againt spears and heavy ranged. Weak when facing covered ranged units and siege. Bonus against buildings. They disappear for modern and steampunk techtrees, but for the magic ones it become a strong fighting force once massed.
╚Light infantry : Available for technological paths in the renaissance era, it's a cheaper and faster alternative of heavy infantry, better against ranged due to their high massing abilities. Disappear for modern tech tree, but get strong evolves for steampunk tech tree, which are morphing to tough mechanical infantry. Their low hp and armor make them weaker against ennemies using AoE damage.
╚Spearmen : Light foot soldier with a good melee range (two ranks can attack in front !). Effective against mounted and cavalry when in melee, same weaknessess than heavy infantry. Good in early ages as bullet sponges due to his fairly low price.
╚Skirmishers : Light ranged unit with low damage, range and defense, but counters very well other ranged units thanks to his good resistance from these as well against ships (otherwise, no any land units can counter ships). Cheap and cost effective, it's one of the only unit to have upgrades from the start to the end of the techtree. They are however very weak against cavalry and splash siege.
╚Heavy cavalry : Strong mounted unit, but expensive and weak against spearmen and heavy ranged foes. Better used for rushing archers or gunners than blocking the frontline, thought not bad at it. They evolve to heavy tanks in Steampunk and modern paths.
╚Tanks : Alternative of the cavalry, but slower and with a better range and resistance. Weak against magic spearmen, wizards.
╚Light cavalry : Swift mounted unit, excellent for circling and defeating ranged foes from behind. Strong against archers, ranged, siege and skirmishers. Cheap enough to be used like spearmen as trash units.
╚Archers/ranged infantry : Available early on, they are excellent against melee infantry or heavy ranged, but their cost and their defense make them weak when facing opponents in melee. They are easily countered by skirmishers, cavalry and splash siege weapons. They morph to gunpowder units when picking technological paths, with higher damage but slower attack rate.
╚Wizard : Available for the magic branch, they have a strong sheer power with the only unefficiency against buildings. Very fragile against archers, ranged infantry and artillery due to his low Hp and armor. Very expensive but strong against big foes when protected. They get abilities if the player pick magic paths.
╚Mounted ranged : A mix of a light cavalry and an archer. They get many weaknesses, but are very effective when raiding an unprotected base. Strong against melee infantry if micro-managed. They evolve to light vehicles in modern/steampunk techtrees. They tend to have less damage per seconds but better life, range and armor than other ranged units.
╚Heavy ranged : It regroups heavy handgunners to anti-tank infantry. They can replace spearmen against cavalry, but they are much more expensive and fragile. Their range make them a bit more effective against mounted ranged.
╚Light artillery : Slow, fragile but with a high attack, they take down very easily melee infantry and heavy ranged units. They outrange most of towers (unless the artillery is very outdated) but aren't the best against buildings. They are very weak against cavalry and splash siege.
╚Splash artillery : The anti-ranged weapon of choice, it's also quite good for taking down buildings. They disappear for modern and Steampunk techtrees, replaced by lighter mortar infantry.
╚Heavy artillery : Effective only against buildingsn but have the best range of the game. They also can be used to defend your base against naval attacks.
╚Ram : The cheapest siege weapons, it attacks only buildings. It have a strong resistance from ranged attacks (until very high damage). Weak against cavalry. Disappear in the modern tech tree.
╚Air fighters : Have very different version between the paths, but have the same purpose : hunting down air foes. They can be also used as raider, but are weak against ranged units and towers. Technological paths have planes, and magic have enchanted air riders.
╚Air bombers : Only available for modern paths, they are quite swift for a siege unit, but with a very low range (they drop bombs). Able to attack air foes too, but are not strong enough to replace Air fighters.
╚Heavy air bombers : Not available for modern, they only attack ground forces and buildings in a very decent range. They resist well against anti-air, but cannot attack air. Weak against heavy ranged and wizards. Steampunk paths have War zeppelins, Magic paths have dragons. They are very expensive and should be used wisely.
╚Anti-tank artillery : variant of the light artillery, but with anti-tank damage to take down more easily cavalry, buildings or tanks. They tend to be less effective against other kinds of units, making it for anti-tank purposes alone. Only available for modern and steampunk techtrees.
╚Anti-air vehicle : Attacks only air units, but can taking down these quickly. They are weak against tanks, cavalry and skirmishers. Only available for Modern and Steampunk Techtrees.
╚General : Expensive and does not attack, but grant huge bonuses to friendly units. Can casts boosts which are upgraded at the fort.
╚Light ship : Basic warship available early on. They are good to raid down fishing ships and later taking down air units. Countered by splash siege and skirmishers. Not very effective against buildings. Can transport troops across water. Becomes airships in very late ages.
╚Heavy ship : Siege warship available later than the light ship. Have a slow with low velocity attack, but effective against buildings : useful for cleaning coasts. Their high cost make them weak against other ships and land troops. Becomes airships in very late ages.
╚Fireship/submarine : Small ship, a bit more expensive but very effective at taking down otehr ships. Very mediocre against land units. Does not attack air.
╚Gun Mech : Light armored mech firing at medium range available at age X for technological paths. Effective against anti-tank. Weaker when facing melee infantry, heavy units and skirmishers in numbers.
╚Anti-tank Mech : A variant of the Gun mech though effective against heavy units at long range. Available for the Laser path.
╚Splash Mech : A variant to the Gun mech though effective against other light ranged units. Available for the Laser path.
╚Anti-air Mech : A variant of the Gun mech though effective at taking down late airships. Mediocre against land units and too expansive to face down other heavy land units. Available for the Laser path.
╚Melee Mech : Heavy brawling robot specialized on defeating other mechs. Available for late Steampunk and Laser paths.
╚Light infantry : Available for technological paths in the renaissance era, it's a cheaper and faster alternative of heavy infantry, better against ranged due to their high massing abilities. Disappear for modern tech tree, but get strong evolves for steampunk tech tree, which are morphing to tough mechanical infantry. Their low hp and armor make them weaker against ennemies using AoE damage.
╚Spearmen : Light foot soldier with a good melee range (two ranks can attack in front !). Effective against mounted and cavalry when in melee, same weaknessess than heavy infantry. Good in early ages as bullet sponges due to his fairly low price.
╚Skirmishers : Light ranged unit with low damage, range and defense, but counters very well other ranged units thanks to his good resistance from these as well against ships (otherwise, no any land units can counter ships). Cheap and cost effective, it's one of the only unit to have upgrades from the start to the end of the techtree. They are however very weak against cavalry and splash siege.
╚Heavy cavalry : Strong mounted unit, but expensive and weak against spearmen and heavy ranged foes. Better used for rushing archers or gunners than blocking the frontline, thought not bad at it. They evolve to heavy tanks in Steampunk and modern paths.
╚Tanks : Alternative of the cavalry, but slower and with a better range and resistance. Weak against magic spearmen, wizards.
╚Light cavalry : Swift mounted unit, excellent for circling and defeating ranged foes from behind. Strong against archers, ranged, siege and skirmishers. Cheap enough to be used like spearmen as trash units.
╚Archers/ranged infantry : Available early on, they are excellent against melee infantry or heavy ranged, but their cost and their defense make them weak when facing opponents in melee. They are easily countered by skirmishers, cavalry and splash siege weapons. They morph to gunpowder units when picking technological paths, with higher damage but slower attack rate.
╚Wizard : Available for the magic branch, they have a strong sheer power with the only unefficiency against buildings. Very fragile against archers, ranged infantry and artillery due to his low Hp and armor. Very expensive but strong against big foes when protected. They get abilities if the player pick magic paths.
╚Mounted ranged : A mix of a light cavalry and an archer. They get many weaknesses, but are very effective when raiding an unprotected base. Strong against melee infantry if micro-managed. They evolve to light vehicles in modern/steampunk techtrees. They tend to have less damage per seconds but better life, range and armor than other ranged units.
╚Heavy ranged : It regroups heavy handgunners to anti-tank infantry. They can replace spearmen against cavalry, but they are much more expensive and fragile. Their range make them a bit more effective against mounted ranged.
╚Light artillery : Slow, fragile but with a high attack, they take down very easily melee infantry and heavy ranged units. They outrange most of towers (unless the artillery is very outdated) but aren't the best against buildings. They are very weak against cavalry and splash siege.
╚Splash artillery : The anti-ranged weapon of choice, it's also quite good for taking down buildings. They disappear for modern and Steampunk techtrees, replaced by lighter mortar infantry.
╚Heavy artillery : Effective only against buildingsn but have the best range of the game. They also can be used to defend your base against naval attacks.
╚Ram : The cheapest siege weapons, it attacks only buildings. It have a strong resistance from ranged attacks (until very high damage). Weak against cavalry. Disappear in the modern tech tree.
╚Air fighters : Have very different version between the paths, but have the same purpose : hunting down air foes. They can be also used as raider, but are weak against ranged units and towers. Technological paths have planes, and magic have enchanted air riders.
╚Air bombers : Only available for modern paths, they are quite swift for a siege unit, but with a very low range (they drop bombs). Able to attack air foes too, but are not strong enough to replace Air fighters.
╚Heavy air bombers : Not available for modern, they only attack ground forces and buildings in a very decent range. They resist well against anti-air, but cannot attack air. Weak against heavy ranged and wizards. Steampunk paths have War zeppelins, Magic paths have dragons. They are very expensive and should be used wisely.
╚Anti-tank artillery : variant of the light artillery, but with anti-tank damage to take down more easily cavalry, buildings or tanks. They tend to be less effective against other kinds of units, making it for anti-tank purposes alone. Only available for modern and steampunk techtrees.
╚Anti-air vehicle : Attacks only air units, but can taking down these quickly. They are weak against tanks, cavalry and skirmishers. Only available for Modern and Steampunk Techtrees.
╚General : Expensive and does not attack, but grant huge bonuses to friendly units. Can casts boosts which are upgraded at the fort.
╚Light ship : Basic warship available early on. They are good to raid down fishing ships and later taking down air units. Countered by splash siege and skirmishers. Not very effective against buildings. Can transport troops across water. Becomes airships in very late ages.
╚Heavy ship : Siege warship available later than the light ship. Have a slow with low velocity attack, but effective against buildings : useful for cleaning coasts. Their high cost make them weak against other ships and land troops. Becomes airships in very late ages.
╚Fireship/submarine : Small ship, a bit more expensive but very effective at taking down otehr ships. Very mediocre against land units. Does not attack air.
╚Gun Mech : Light armored mech firing at medium range available at age X for technological paths. Effective against anti-tank. Weaker when facing melee infantry, heavy units and skirmishers in numbers.
╚Anti-tank Mech : A variant of the Gun mech though effective against heavy units at long range. Available for the Laser path.
╚Splash Mech : A variant to the Gun mech though effective against other light ranged units. Available for the Laser path.
╚Anti-air Mech : A variant of the Gun mech though effective at taking down late airships. Mediocre against land units and too expansive to face down other heavy land units. Available for the Laser path.
╚Melee Mech : Heavy brawling robot specialized on defeating other mechs. Available for late Steampunk and Laser paths.
But it won't stop here too ! Age of Humanity let you pick different paths each ages, giving bonuses, new paths and unique units for your tech-tree.
This is the Current one :
To be more synthetic :
Code:
Stone -> ... -> Steel -> Gunpowder -> Steam -> Oil -> Uranium -> Laser
\ \-> Steampunk -> Steampunk II -> Steampunk III
\-> Silver -> Gold -> Diamond -> Sapphire -> Lapis
\ \-> Ruby -> Dark Iron or Onyx
\ /-> Ruby -> Dark Iron or Onyx
\ -> Dark -> Amethyst -> Demonic -> Hell
Silver age correspond to magic-like tree.
Ruby is a mix of Tech and magic
VI/ Some remarks
First of all, all of the models/skins aren't credited yet because they change very often so once a stable version is released, i'll do all the list of credits.
There's a desync with ENT and MMH bots around 8-16mn. It's not clear.
The historical accuracy is shadowed by the balance. An age-late unit can counter what it counter for the next age (Age I stone thrower beat an Age II archer, because Skirmishers>Archers)
The map is completely playable in ENT (and sometimes up to date at MMH, but prefer ENT). The map would be a bit big for 2-5 players, but that's perfectly playable too.
Let's hope i'll bring back sweet childhood memories with my map :>
VII/ Screenshots
America
South America
Africa
Asia
Europe
VIII/ Video
bronze age attack on a copper age settlement
IX/ Advancements
=====GameDesign ████████████████████ 30%

====objects ████████████████████ 45%

===Models || ████████████████████ 10%

==Triggers iii| ████████████████████ 60%

=Terrain i|ii| ████████████████████ 93%

Release 1.0i ████████████████████ 35%

[In writing]
Map download : Age of Humanity Prototype 0.1.5.1.3a - Warcraft 3 Maps - Epic War.com (not instant on click)
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