Skip to content

Posts from Artania

5.0 (2 ratings)
User Avatar
12 years ago
Auto-translated
Game resource name: Artania
Map type: Multiplayer
Two-level map: Yes (starting from version 2.0)
Game version: 3.0
Number of players: 4
Size: Incredible
Map author: Garstan

Description: Once upon a time, peace and tranquility reigned in this world. But after the orcs, in their helpless rage at failing to extract information about the location of a great artifact from a local baron, burned down a border human town, war began. For when the people saw the ruins of the city and the corpses of tens of thousands of their fellow countrymen, they thought that this terrible atrocity had been committed by the dwarves, on whose borders this city stood, and executed the dwarven envoy in their capital. The dwarven king, known for his harsh temper, would not forgive such an offense.

About the map: It is recommended to play on veteran difficulty or higher. Initially, it was planned to make only elves and dwarves available, but for lovers of super hardcore gameplay, I still unlocked orcs and humans (although it is still strongly recommended to play as dwarves or elves, because the AI cannot appreciate the special features of these races' locations on the map and does not use them to their full potential). The map is large and designed for those who like to develop their hero thoroughly before the main battles against the AI cities. To prevent particularly cunning players from rushing to plunder the poor AI on the second or third week, a garrison system has been established, and all spells and artifacts that could bypass these garrisons have been removed. Three large neutral zones with a lot of various things have been left for leveling up:

Afterword: This is my first map, so please don't be too harsh :) Constructive criticism is welcome. Please report any errors or glitches in the thread or via private message. Although, theoretically, there should be no errors; I tested the map three times for each race.

Map versions:

1.1
Changes:
- Added two more mentors upon request)
- Sandy shores
- Grass, mushrooms, stumps, effects, and other environment elements
- Main gnome's skills have been reset
- Some monsters have been strengthened
- Several mines added

1.2
Changes:
- Orcs reworked. A city and new camps have been added, as well as artifacts. Now they are truly a formidable force.
- An impassable zone has been added along the entire coast to prevent the AI from cheating.
- Garrisons strengthened
- Mines added
- New effects and environment added.

1.3 - called Artania in the files
Changes:
- Some heroes on the map have been reworked
- Many monsters returned
- Dwarves slightly strengthened (one harpuneer camp and one artifact added)
- Resources added for the orcs

2.0 - called Artania 2 in the files
Changes:
- Dungeons added (2 of them)
- The dwarven portal network changed
- Mines added
- Camps added for dwarves (there were complaints about their weakness and passivity)
- A large number of objects added to the sea.
- Final dwarven garrison strengthened
- Cosmetic changes. Effects and other elements.

The map has been updated to version three.

Changes:
- The design (especially for elves) and the history of the factions have been significantly improved.
- Unique heroes added for each faction.
- Old elf ents added.
- Unique, fully functional garrison models added for elves. Previously, white stone garrisons stood there, like those of humans; now everything is beautiful and does not stand out from the forest style.
- A story has been written for each hero of each faction, consistent with the overall story of the map. Similarly, for each city. Some heroes are now historically connected to each other and/or cities. For those who want to immerse themselves in the world of the map, this will be especially interesting.
- A huge number of minor corrections (balance, design, and enrichment of the world).
- Experimental scripted secret (if players like the idea, I will add more similar moments to the map)

From this version, two mods are embedded in the map so that it works for everyone and displays correctly without any hassle with installing mods. Nothing needs to be downloaded or installed separately; the map works on its own. Two mods were used, and I express my gratitude to their creators.
1) Mod for ancient ents.
2) Mod for heroes (partially used)
Special thanks to a person with the nickname fktifzobr@mail.ru who created the garrison model and to a person with the nickname MasteR for good advice.

The forum does not allow uploading files larger than 4 MB, so the third version of the map is uploaded to rghost.
Link - http://rghost.ru/57920273
Improved third version
Link - http://rghost.ru/8FLcHmbBw
Alternative link (thanks RedHeavenHero) - here (You need to unpack the archive twice: first the archive itself, and then the archive inside it.)

Message from moderator: The third version has been added to the header. (You need to unpack the archive twice: first the archive itself, and then the archive inside it.)
User Avatar
12 years ago
Auto-translated
Has anyone tried this map? Please share your feedback.
12 years ago
Auto-translated
Downloaded it, took a look in the editor, and now I'm going to start playing. My first observation, or rather, my confusion. Humans and Elves start the game with four castles, Dwarves with three, and Orcs with two. What's the point of that? After all, there are no more castles on the map. Plus, there's too much water. Well, I'll see how the rest goes as I play through it.
12 years ago
Auto-translated
Started a game as Elves, and it seems interesting on "Veteran" difficulty. Initially, I wanted to play as Dwarves, but the main hero already has all the skills maxed out, so there's no way to upgrade the super ability. I don't understand why. And another question: is there a Mentor on the map?
User Avatar
12 years ago
Auto-translated
So, I'm playing as the Elves on Veteran difficulty. As I mentioned before, it would be nice to add some variety to the environment; right now, it's just dark green, monotonous grass everywhere. The heroes are developing very quickly; I think soon, auto-battles will be able to resolve everything. Therefore, it wouldn't hurt to make neutral creatures much stronger further away from the castles. For example, two powerful artifacts – a bow and a quiver – are guarded by 9 Colossi, which a secondary hero easily defeated. On Recruit difficulty, there would be 2-3 Colossi there. Don't be afraid to make the neutral creatures stronger. Regarding the Silvan trees, they aren't needed near the castles (it's better to level up a hero from level 38 to 39 than from 15 to 16). So, it's better to place them on neutral territory, if there is any.
The cities are interestingly located in relation to each other, but it would be nice to add some kind of road between them (this relates to the issue of adding more visual variety). And also, add more uneven terrain. For now, that's all. While exploring my territory, a lot of time passed, even with efficient logistics. A couple of stables would also be helpful.

Added after 53 seconds
Oh, and one more thing. Make the shore look like a shore, i.e., with rounded or steep outlines, sand at the border with the water, etc.
12 years ago
Auto-translated
Started playing as Humans. On a hero. So far, it's interesting. The main hero started developing skills in the wrong direction. I need some kind of mentor. I ran into 931 Death Knights on my territory. I'm starting to doubt whether I should go there. Is this how it's supposed to be? And also, some comrades have the opinion that the Orc race should be replaced with Necromancers. I like playing as a Necromancer.
User Avatar
12 years ago
Auto-translated
elizbar1967
I downloaded it, took a look in the editor, and now I'm going to play. My first observation. Or rather, a question. Humans and elves start the game with four castles, dwarves with three, and orcs with two. What's the point? After all, there are no more castles on the map. Plus, there's too much water. Well, the rest will become clear as I play.
There are different numbers of recruitment camps and mines in the controlled territories, and this is where the balance lies. Different garrison strength, different territory size – this is why different races enter the world in different ways. Orcs are almost immediately an attacking race, while the others are more defensive.
asseco
I started with the elves, and it seems interesting on "veteran" difficulty. At first, I wanted to play as dwarves, but the main dwarf already has all the skills, and you can't upgrade the super ability. I don't understand why? And a question: is there a mentor on the map?
There is a mentor. I picked one for myself and forgot to reset it.
Juss456
I'm also playing as elves on veteran difficulty. As I said before, it wouldn't hurt to add some color to the area, because all around there is just dark green, monotonous grass. The heroes develop very quickly, I think soon auto-battles will solve everything. Therefore, it wouldn't hurt to make the neutrals much stronger far from the castles. For example, 2 powerful artifacts – a bow and a quiver – are guarded by 9 colossi, which a secondary hero easily defeated. On recruit difficulty, there would be 2-3 colossi. Don't be afraid to make the neutrals stronger. Regarding the silvan trees – they are not needed near the castles (it's better to upgrade a hero from level 38 to 39 than from 15 to 16). So, it's better to put them on neutral territory, if there is any.
The cities are interestingly located in relation to each other, but it would be nice to have some kind of road between them (this is in relation to the coloring). And more uneven terrain. So far, that's all. While I was exploring my territory, a lot of time passed, even with skillful logistics. A couple of stables wouldn't hurt either ))

Added 53 seconds ago
A, and one more thing. Make the shore look like a shore, i.e., with rounded or steep outlines, sand at the border with the water, etc.
Neutrals near cities are for leveling up, the map has very strict divisions into territories – yours and theirs, so strong opponents are far away in any case. Serious battles are specially enhanced units in special places (2 centers of power in neutral territories)
The elves specifically lack roads and stables. This is why the elf heroes are given logistics perks and artifacts that reduce movement penalties on difficult terrain. The point is that the enemy should move slowly through the elven lands, while the elves move quickly, so there are no roads, and therefore the cities are connected by a network of portals. Silvan trees and ent groves are part of the environment. I wanted to create such a magical elven forest, so there is very little of anything that cannot be attributed to the elven green theme. Did I manage to create such a forest?
I will work on the shores.

Added 1 minute ago
elizbar1967
I started with humans. On hero difficulty. So far, everything is interesting. The main hero started developing skills in the wrong direction. I need a mentor somewhere. I ran into 931 death knights in my territory. I'm not sure if I should go there. Is that how it's supposed to be? And one more thing. My comrades have an opinion)) to replace the orc race with necromancers. I like to play as a necromancer))

These are the places mentioned earlier for those who like serious opponents. Yes, that's how it should be, and it's better not to go there with a weak hero, because it's dangerous, and there are not only knights there.
In reply to Garstan
User Avatar
12 years ago
Auto-translated
Garstan
The number of recruitment camps and mines varies in the territories under control, and this is where the balance lies. The varying strength of garrisons and the different sizes of territories mean that different races emerge into the world in different ways. Orcs are almost immediately an attacking race, while the others are more defensive.

A mentor is present. I customized it for myself and forgot to reset it.

Neutrals near cities are very tough for leveling up on the map, and there are strict divisions of territories into "ours" and "theirs," so strong opponents are always far away. Serious battles involve specially reinforced units in specific locations (2 centers of power in neutral territories).
Elves specifically lack roads and stables. This is why Elven heroes are given logistics perks and artifacts that reduce movement penalties on difficult terrain. The idea is that the enemy moves slowly through Elven lands, while the Elves move quickly, which is why there are no roads and why cities are connected by a network of portals. Silvan trees and Ent groves are part of the environment. I wanted to create a magical Elven forest, so I minimized everything that couldn't be related to the Elven green theme. Did I succeed in creating such a forest?
I will work on the shores.

Added 1 minute ago


These are the locations mentioned earlier for those who enjoy challenging opponents. Yes, that's how it should be, and it's best not to wander there with weak heroes, as it can be dangerous, and there are not only Knights there.

If you want to create a magical Elven forest, work on the types of trees and effects. The editor has beautiful effects for decorating forests. If there is a hill in the center of the forest, it will look more beautiful. + add bushes, grass, stumps, fallen logs, mushrooms, etc. to the trees to make everything look cohesive
In reply to MasteR
User Avatar
12 years ago
Auto-translated
Juss456
If you want to create a magical elven forest, experiment with different tree types and effects. The editor has beautiful effects for decorating forests. If there's a hill in the center of the forest, it will look even better. + Add bushes, grass, stumps, fallen logs, mushrooms, etc. to the trees to make everything look cohesive.
I only found effects like light, which doesn't fit in a forest, and blue lights that I've scattered around lakes and elven cities. There aren't any other effects there.
It's a magical forest, so what kind of stumps? Stumps grow into Ents there. There are already plenty of mushrooms and grass. Oh well, I'll add some more.
In reply to Garstan
User Avatar
12 years ago
Auto-translated
Garstan
I only found effects like light, which doesn't really fit in the forest, and blue lights that were scattered around lakes and elven cities. There aren't any other effects there.
It's a magical forest, so what kind of stumps are those? Stumps are where Ents grow. There are already plenty of mushrooms and grass scattered around. Oh well, I'll add some more.

Someone posted a file on a forum that unlocks some object tabs in the editor (including effects). Search for it if you're not too lazy.
In reply to MasteR
User Avatar
12 years ago
Auto-translated
Juss456
Someone posted a file on the forum that unlocks some tabs with objects in the editor (including effects). Search for it if you don't mind.
Please share the link; I would be very grateful because I'm new to the forum and don't even have a good idea of where to look for things.
User Avatar
12 years ago
Auto-translated
It seems like you need to put this file in the Editor folder. But if it asks whether to replace it, refuse and make a backup. I don't remember if it's the right one or not. It's hard to find on the forum.

Don't forget to extract it.
Attachments 1
1 file attached • Total size: 1.0 KB
User Avatar
12 years ago
Auto-translated
Thank you very much.
In reply to Garstan
12 years ago
Auto-translated
Garstan
The number of recruitment camps and mines varies in the controlled territories, and this is where the balance lies. The different strength of the garrisons and the different size of the territories mean that different races emerge into the world in different ways. Orcs are almost immediately an attacking race, while the others are more defensive.

Are Elves a defensive race? They have incredibly powerful archers of level 3 + druids under the protection of thick ents. + 2 melee units with mass attack, one of which also has no retaliation.
In my opinion, they don't lag far behind (if they lag behind at all) the Orcs in the speed of clearing the map.

Knights are also quite an attacking race. Not as fast as the first two, but not far behind either.

Dwarves, perhaps, but considering the ballistics for absolute defense, they also perform quite well in clearing territory. But in general, yes, they are slower than the other three races.
In reply to Rexsar
User Avatar
12 years ago
Auto-translated
Rexsar
Are Elves a defensive race? They have incredibly strong 3rd-level archers + druids covered by thick ents. + 2 melee units with mass attack, one of which doesn't even have a retaliatory attack.
In my opinion, they are not much weaker (if they are weaker at all) than Orcs in terms of map clearing speed.

Knights are also a quite offensive race. Not as fast as the first two, but not much slower either.

Dwarves, perhaps, but considering their ballistic defense, they also perform quite well in clearing territory. But in general, yes, they are slower than the other three races.
Defensive in the context of this specific map and the specifics of these heroes and their stats =)
Orcs have fewer cities, but a very strong hero.

Added 30 minutes later
Updated the map in the header.
Changes:
- Added two more mentors at the request of users)
- Sandy shores
- Grass, mushrooms, stumps, effects, and other environment elements
- The main hero's skills have been reset
- Some monsters have been strengthened
- Several mines have been added

Statistics

Welcome our newest member: recijeb