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Posts from World Arena

5.0 (1 rating)
11 years ago
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Name: Arena of the World
Map name: arena
Map type: Multiplayer (free-for-all)
Two-level map: yes
Number of players: 4
Size: [H] Huge
Author: proxy1

Map description.
The era of constant wars is over. All peoples have come to an agreement, thanks to the "Arena of the World" built by the dragon gods. Now, the ruler of Ashan is chosen from among the four greatest heroes of their time. These commanders must fight each other in the arena, and only one will become king. Or maybe it will be you?

So, I present to your attention my multiplayer map.
And I will immediately tell you what the trick is here.
The map is divided into four islands, each of which is unique in its climatic zone.
Each island has its own bonuses:
Red player: Resources + intelligence on players and the map.
Blue player: Many experience bonuses
Green player: Many magic bonuses
Yellow player: Many combat bonuses (attack, defense)

As a result, we get 4 different war strategies.
Wealth vs. Experience vs. Magic vs. Raw power.
Let each choose a strategy to their liking.
Installation is standard.
Enjoy!

Now the Dungeon is available, and special fun awaits you, as the Dungeon hides several pleasant and not-so-pleasant surprises!!
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11 years ago
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I played as a human hero with a power-based build (yellow) against the Warlocks (considering them the most dangerous), and completed the map in 14 weeks without much difficulty. In the game, yellow clearly has an advantage, and red is definitely an underdog; in my opinion, the balance of power needs to be adjusted. I also haven't figured out why the Dungeon is guarded by such strong forces (around 700 Manticores) and how to reach the sea treasure vaults (since there's no shipyard). Otherwise, the map is quite "heroic," although a bit straightforward (in terms of the plot). Thank you to the author.
In reply to Antik
11 years ago
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Thank you very much for your feedback. Regarding the Manticores, that was definitely a mistake, and I will fix it and re-upload the map. Access to the sea treasures is through a teleport located in the Dungeon, but there's one secret there:smile42: We will continue to work on the balance. Red was planned as a tactician; resources would help him build faster, and buildings would allow for quicker scouting and attacks. Overall, he requires quick actions. Try playing against all three of them; it will be very interesting.

Added 1 hour and 31 minutes ago
As promised, I have made corrections to the map. Enjoy!!
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11 years ago
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I completed the map with the Barbarians (yellow faction) in 44 days, on "Hero" difficulty. In my opinion, the possibility of interaction between factions needs to be made more challenging, because otherwise, you can complete the mission without exploring even half of the map. For example, I never found out what's in the center of the map, or how to get to the ship. And I still don't understand why there are thousands of dead knights in the Dungeon, and why hundreds of demonic creatures guard prisons with heroes, if you can quickly and with almost no losses destroy enemies without engaging in battles with these incredibly powerful neutrals? P.S. By the way, regarding the statement that the yellow faction has the most advantageous position – that's debatable. Playing as the Elves (green faction) on "Hero" difficulty, I completed this map two weeks faster, and I was hoping to finish the game five days earlier, but the cowardly barbarian heroine, after capturing the Orcish city, instead of trying to retake it, fled. I chased her for the last five days, all the way to the center of the map. Now I plan to play as the Humans (red faction) and see just how much of an underdog the red faction is.
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11 years ago
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I got confused – I forgot that players on the map are represented as blue, and I played as the blue faction (i.e., with a human hero) – as a result, I finished the game in 26 days.
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11 years ago
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Here's some information to consider regarding the perceived weakness of the red faction – I completed a map playing as the demons (who are typically considered the red faction) in 25 days.
As a result, the balance of power on the map seems quite normal, and each player has their own advantages (which they need to utilize) and weaknesses (which they need to overcome).
As a suggestion, it would be beneficial to strengthen the garrisons that limit player interaction.

P.S. And also – to make the map more visually appealing, the player colors should be standardized to match the terrain they occupy – red (typically associated with demons) on lava, brown (typically associated with dwarves) in snow, and yellow (typically associated with mages) in sand.
Currently, only blue (typically associated with humans) is appropriately placed.
But this is just my personal opinion.
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In reply to Rambo1969
11 years ago
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Thank you very much for your feedback; I will take your comments into account. Regarding the colors, there is no connection to specific factions here. As the description indicates, it's a multinational map, meaning its druids built it and chose 4 of the strongest heroes, so you can play with 4 players, each with the same faction. The connection here is to the style. The rich mountains of Siberia (or whatever is in AsKhan), the mysterious forests full of knowledge and wise trees. A magical desert, like for mages, and a harsh, lava-filled island with many arenas, where brute force reigns. Regarding the ship, it is NOT here. You can only reach the islands through a teleport. To understand why 1000 Death Knights are needed, you don't need to open the editor; it won't tell you anything. You need to play, go into the dungeon, find the right teleport, and go there. It turns out that in the end, there are not 1000 knights, but 500 ;) but figure out this secret yourself. I will consider strengthening the garrisons in the dungeon. Thank you again for your feedback; I will continue to support the map, and I plan to release a scenario version soon.
11 years ago
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The map is quite good. I haven't looked at it in the editor. I've played it twice. The first time, I went through the center, and the second time, through the Dungeon. If I'm not mistaken, the manticore squads guarding the entrance to the Dungeon have different numbers for different players. That's a bit strange. The guards at the gold mines in the Dungeon also differ. It seems that the red faction has the largest number in the Dungeon. Oh well. I agree with Rambo1969 about the neutrals. You can guess what the surprise with the Death Knights is from the text on the sign. However, defeating such a large group is much more difficult than simply defeating all the opponents. Is it worth the effort?
In reply to proxy1
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11 years ago
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proxy1
Regarding the colors, there is no connection to specific races here; as the description indicates, this is a multinational map, meaning its druids built it and chose the four strongest heroes. Therefore, four players can play as the same race; the connection here is to the style. The rich mountains of Siberia (or whatever is in Ashan), the mysterious forests full of knowledge with wise trees, a magical desert, similar to the Magicians, and a harsh, lava-filled island with many arenas, where brute force reigns.

The point is that when moving across the terrain, each race has its own advantages: dwarves have an advantage in snow, demons have an advantage in lava, magicians have an advantage in sand, dark elves have an advantage in the Dungeon, and so on.
Therefore, if you choose four heroes of the same race, the one whose Castle is located on their native land will have a significant advantage over their opponents due to higher mobility at the beginning of the game.
For example: if you take four demons, the one located on the lava will be in the most advantageous position.

Regarding the gold mines in the Dungeon - there is no point in capturing them; it's just a waste of time. After you have enough strength to explore the Dungeon, you need to rush to your opponents and defeat them before they have a chance to recover.
In reply to Irina19
10 years ago
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Irina19
The map is good. I haven't looked at it in the editor. I played it twice. The first time, I went through the center, and the second time, through the Dungeon. If I'm not mistaken, the manticores guarding the entrance to the Dungeon have different numbers for different players. That's a bit strange. Also, the guards at the gold mines in the Dungeon are different. I think the Red player has the most in the Dungeon. Oh well. I agree with Rambo1969 about the neutrals. You can guess what the surprise is with the Death Knights from the text on the sign. However, it's much harder to defeat such a large group than just defeating all the opponents. Is it worth it?
It's definitely worth it; you'll get a good boost to your army.

Added 9 minutes ago
Rambo1969
The thing is, when moving around the map, each race has its own advantages: Dwarves on snow, Demons on lava, Mages on sand, Dark Elves in the Dungeon, etc.
Therefore, if you choose four heroes of the same race, the one whose Castle is located on their native land will have a significant advantage over the opponents due to higher mobility at the beginning of the game.
For example: if you take four Demons, the one located on lava will be in the most advantageous position.

Regarding the gold mines in the Dungeons - it doesn't make sense to capture them; it's just a waste of time. After you have enough strength to open the Dungeon, you need to rush to the opponents and defeat them before they have time to react.

I will most likely completely rework the Dungeon; I doubt I'll change anything about the races. The Red player will have the advantage because they have all the logistics artifacts, and there are more of them. That's how it was intended. As soon as I get to my computer, I'll start reworking it. Right now, I'm on vacation, conquering the Dombay mountains. I'll upload it in about a week. :)

Added 2 minutes ago
And so, in the new version, you will see:

A completely reworked Dungeon

New islands (you'll need to get to them by boat)

Balance adjustments

And some new goodies :smile47:
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10 years ago
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By the way, it’s essential to ban Markel on the map because with him, the Necropolis faction becomes simply an obvious cheat – with him, I completed this map in just 17 days by simply running from town to town and occasionally beating up weak enemies. Regarding artifacts that boost logistics – you still need to collect them, and that takes time. Given such easy access to enemy castles, it’s better to focus on eliminating enemies rather than collecting artifacts. Concerning the redesign of the Dungeon – it would be good to add a couple more factions there (for example, organize caves for Dark Elves and dungeons for Gnomes). IMO, there’s enough space, and it would be more fun to play. However, to maintain balance, instead of a snowy Siberia, you should create barbarian steppes or undead swamps. Alternatively, you could put the undead and their swamps into the Dungeon instead of the Gnomes.
In reply to Rambo1969
10 years ago
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Rambo1969
By the way, on this map, it is absolutely necessary to ban Markel because with him, the Undead are simply blatant cheaters – with him, I completed this map in just 17 days by simply running from town to town and occasionally beating up weaklings.

As for the artifacts of logistics, they still need to be collected, and that takes time. With such easy access to the opponents' castles, you need to focus on eliminating opponents rather than collecting artifacts.

Regarding the Dungeon rework, it would be nice to add a couple more factions there (for example, organize Dark Elf caves and Dwarf dungeons). In my opinion, there is enough space, and it would be more fun to play.
However, to maintain balance, instead of a snowy Siberia, you should create barbarian steppes or undead swamps. Although, as an alternative, you could put the undead and their swamps in the Dungeon instead of the Dwarves.

Well, as I already said, you can play as any faction on this map, so anyone can end up underground; I thought of making the Dungeon as an auxiliary location. I won't add more players there yet, but I'll keep the idea in mind. Regarding Markel, he needs to be included, even though he is an overpowered hero; the map should be completely balanced so that all heroes have equal conditions. I will think about it, thank you.
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10 years ago
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Markel isn't that overpowered =) If you take Ra'ilag with the "Master of Initiative" skill, Markel will be running away from him)))
Regarding the map - strengthen the garrisons, add a mentor for each race, please =)
In reply to Eleondor
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10 years ago
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Eleondor
Markel isn't that overpowered =) If you take Railag with the "Master of Initiative" skill, Markel will be running away from him)))
Regarding the map - strengthen the garrisons, add a mentor for each race, please =)

Railag becomes good only when he reaches at least level 15 (and it takes a week or two to level him up), and Markel, with strong undead garrisons near the starting castle, can open the Dungeon on the second day of the game (which I did) and, as a result, get a couple of free level-ups and an open path, which makes him much stronger than everyone else on this map - all that remains is to run around and kill enemies.

Here are the step-by-step screenshots: descending into the Dungeon (day 3), capturing all three enemy castles (days 6, 10, and 11), and the final cutscene - this time, I used another hero in parallel with Markel to capture the cities, and as a result, the game ended on day 14.

I don't think you can win so quickly with Railag (or with any other hero) on this map.
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9 years ago
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Interesting multiplayer game on a huge map! Yes, I liked the map: the design, the idea with knights and a ship, the dynamism. But I should note that blue has an initial advantage: its castle is located on its native land. I think this needs to be taken into account + add a sea with islands + the possibility of building a shipyard. The Dungeon should also be reworked. Is the author still working on the map?

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