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[Altered Melee] Age of Humanity (AoE like map)

Discussion in 'Map Development' started by GhostOfPast, Aug 6, 2017.

  1. GhostOfPast

    GhostOfPast

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    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.... :ugly:) My map have for now 9 epochs fully playable. Most of them make all buildings morph into new one.
    Stone age [ I ] 100 000 BC - 8000 BC
    upload_2017-9-12_11-56-29.jpeg

    Very first age. Few military units, no defenses. Low technology.

    Copper Age [ II ] 8000 BC - 3000 BC
    upload_2017-9-12_11-56-54.jpeg

    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
    upload_2017-9-12_11-58-41.jpeg

    Apparition of Siege and decent walls. First bronze weapons on the battlefield.

    Iron Age [ IV ] 500 BC - 500 AD
    upload_2017-9-12_12-0-27.jpeg

    Apparition of Forts and Generals, better walling and towering.

    Steel Age [ V ] 500 AD - 1400 AD
    upload_2017-9-12_12-0-48.jpeg

    Medieval-like epoch. Siege improvements and better armored units.

    Gunpowder Age [ VI - 1 ] 1400 AD - 1600 AD
    upload_2017-9-12_12-1-20.jpeg

    Apparition of basic Gunpowder units and buildings. Last upgrades for Medieval-like soldiers

    Enlightenment Age [ VI - 2 ] 1600 AD - 1750 AD
    upload_2017-9-12_12-1-58.jpeg

    Improvements for gunpowder units and siege.

    Steam Age [ VII ] 1750 AD - 1900 AD
    upload_2017-9-12_12-3-24.jpeg

    Better gunmen, siege, ships and defenses. Abandon of Archaic units.

    Oil Age [ VIII ] 1900 AD - 1950 AD
    upload_2017-9-12_12-3-51.jpeg

    First Modern age. Apparition of modern Equipements, air units, ships, Tanks and vehicles.

    Uranium Age [ IX ] 1950 AD - 2050 AD
    upload_2017-9-12_12-4-11.jpeg

    Today technologies with advanced warfare and apparition of helicopters.

    Laser Age [ X ] 2050 AD - 2500 AD [WiP, not yet added]
    upload_2017-9-12_12-6-52.jpeg
    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]
    upload_2017-9-12_12-6-29.jpeg
    Second Futuristic age. Overall boost for everything. Apparition of Support Robots, spaceships and super-soldiers.

    Anti-matter Age [XII] 3000 AD - [...] [not yet started]
    [​IMG]
    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.
    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 :
    upload_2018-3-28_8-59-35.png

    To be more synthetic :
    Code (Text):
    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
    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


    America
    upload_2017-12-24_14-2-28.png
    South America
    upload_2017-12-24_14-1-52.png
    Africa
    upload_2017-12-24_14-1-1.png
    Asia
    upload_2017-12-24_14-3-9.png
    Europe
    upload_2017-12-24_14-3-47.png

    VIII/ Video
    bronze age attack on a copper age settlement

    IX/ Advancements

    =====GameDesign ████████████████████ 30% :confused:2
    ====objects ████████████████████ 45%:con:
    ===Models || ████████████████████ 10%:cry:
    ==Triggers iii| ████████████████████ 60%:smile:
    =Terrain i|ii| ████████████████████ 93%:grin:
    Release 1.0i ████████████████████ 35%:nw:

    [In writing]

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

    Attached Files:

    Last edited: May 18, 2018
  2. A]mun

    A]mun

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    Why no screenshots?
     
  3. GhostOfPast

    GhostOfPast

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    It'll come soon, the topic isn't finished yet :goblin_cry:
     
  4. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Waiting for screenshots as well. Subscribed since it seems interesting, and I could tell you're dedicated in always hosting your map.
     
  5. GhostOfPast

    GhostOfPast

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    Screenshots and Video added.
    I also slightly edited the topic.
    Enjoy !
     
  6. A]mun

    A]mun

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    Hm okay, the new hitsounds are quite nice and all.

    It just quickly becomes a hassle, when dealing with massive amounts of units due to the 12 unit selection limit, doesn't it?

    Maybe you can show some base building and teching through some ages.
     
  7. Rheiko

    Rheiko

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  8. Neruvatar

    Neruvatar

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    Nice world map, started to see Malaysia conjoining with Sumatera of Indonesia. Nice effort!
     
  9. Daffa

    Daffa

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  10. GhostOfPast

    GhostOfPast

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    I used a piece of Paper, a pen and some world maps to make a scaled mini-map. After then i made the details from Google Maps ^^
     
  11. GhostOfPast

    GhostOfPast

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  12. cleavinghammer

    cleavinghammer

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    Forums: built forums and starting forums had a 50 HP difference.

    Upgrading forums sometimes makes them disappear.

    Workers will attempt to mine for fish (huhu), fishing ships don't have that problem.

    Not really a bug, but when going for deer, workers kill all the deer before harvesting the corpses. Bloodthirsty little savages, aren't they.

    There needs to be a faster way of killing trees, I only saw a single one fall after playing for an hour.

    You should consider having barbarians spawn hordes and attack instead of just sitting there.

    Will there be Wonders and space units?
     
    Last edited: Sep 1, 2017
  13. GhostOfPast

    GhostOfPast

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    Forums : it's an unknown bug from Warcraft III about morphing (HP difference and destroying)

    Workers : I'll fix that :>

    Change : I'll change that priority (deer had better priority than meat)

    I made trees very tough because of space : too much space would make the map too "snowballing"

    Barbarians : i tried that, but i don't have enough triggering skills

    Wonders : I planned to, but it would be when i'll finish ages, paths and then Civs.

    Space units : Naval ships evolve to spaceships around age XI-XII, but i don't plan to make the solar system and planets. Just on earth would be enough because too many features will make the gameplay too heavy :x

    Thanx for your feedback, i'll make all of theses fixes ehehe <:
     
  14. cleavinghammer

    cleavinghammer

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    Yes, but you could make an ability that kills a single tree with a long cooldown to remove trees that are in the way of resources.

    You left computer player names in French.
     
  15. GhostOfPast

    GhostOfPast

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    I want to keep trees as natural walls to keep out any snowballing ^^

    And computers would be a hell to dev, so i don't care too much about their name thehehehe to be honnest
     
  16. salvadorc17

    salvadorc17

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    Really cool, its balanced for multiplayer?
     
  17. GhostOfPast

    GhostOfPast

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    You should care more about the desync than balance.
    Unit counters are quite balanced tho, if you cry for example because you were recked by a mass of dragons it's because you did not trained enough heavy attackers.
    I made the map impossible to win when massing only 1 type of unit, because other players can anticipate and train the counter.

    However, very very late units tend to be a bit less balanced than early troops, but i'm looking forward to make some hard balances :>
     
  18. GhostOfPast

    GhostOfPast

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    Topic updated
    ☼ Small pictures for each ages
    ☼ List of unit types
    ☼ Some typo fixed
     
  19. GhostOfPast

    GhostOfPast

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    The map is right now Paused, but not abandoned. 'gonna to go back in few weeks !
     
  20. GhostOfPast

    GhostOfPast

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    Some news here :
    ☼ For unknown reasons, it desync 2 games over 3 instead of simply systematical.
    ☼ Some terrain rework, especially Africa (masses of trees are replaced with fewer bigger ones, more volume in the Saharan plateau, Atlas mountains less high so it no longer hides what's in Morocco)
    ☼ Bunch of new models, making it even more realistic (stone age buildings and units, some Steel and renaissance ones)
    ☼ Little visual optimization of the code, as well as technical ones, but still in GUI for now. JASS is planned.
    ☼ Ressource placement better balanced
    ☼ Spawns at Mexico and Greenland deleted, because of the big disadvantages.
    ☼ New upgrades for workers, buildings and defenses over the ages at the Market.
    ☼ New evolutions for units, especially between them (Phalanx [III] -> Elite Phalanx [IV] -> Pikeman [V] for example)
    ☼ Preparations for the Lazer age, but not implemented yet (~20% finished)

    The latest version at the moment i speak is ===[this one]===

    PS : some improvements at the topic is planned with complete and detailed tech-trees. Lemme finish my exams and i'll be fully available ^^