Four months ago I looked at the forums in despair. They were dead and the Age of Wiki was down (and still is). I had tried making a map in Valve's Hammer Editor, and struggled, but persevered after discovering a step by step guide on making a real, practical map. I was inspired and decided to make my own, but for AoE3.
Anyway, before we get stuck into Part Two (Designing Your Map), please
Now let us begin.....
Before we boot up the game, open the scenario editor and start plonking units and buildings down we need a plan. We need to know exactly what we will need to put where, and how the whole map is going to function. We need to know how the player should progress and experience the scenario.
While a knowledge of triggers (comming in Part Three) will help with understanding how the map will come together, this guide hasn't taught it yet, so I will teach you how to plan this in a very simple fashion. Please consider elements and mechanics you have experienced in other scenarios, you should know what is possible and what is not, but don't worry about
Ok, so for our specific map, how will things work??? Well, that is usually up to you, the scenario designer (there is a reason they call it
The map will be divided up into compartments, each with some units for player 1 and player 2. The players will always have the exact same number, type and strength of units in each compartment so that winning comes down to micro and tactics alone. The players will need to fight in each compartment one by one, until a battle in each compartment has been fought. Then, at the end, the barriers separating the compartments will dissapear, and the winner will be decided by a final battle with all the remaining units. This is how success in the early battles will be rewarded. The more units you save early on, the bigger the advantage you will have in the final fight.
Now let us design the battles as follows:
This might seem a bit uninspiring, but the idea here is to learn scenario design by first making a
When making a scenario, you should always consider "how do I want this to happen from the player's perspective?" You should be thinking about what the players will see, what they won't see, what they should be able to do and what they shouldn't be able to do. Will the players be able to instantly understand how to play or will you need to explain the map to them first? Put yourself in the player's position and imagine how you want your scenario be experienced by them. Think of the little details as well as the big ones. Then think about what you need to do to make this come true.
For example, what if your opponent drags the battle on for two long? Will this ruin the enjoyment of the battle, or should we just consider it a valid tactic? Do we need to put a time limit on the battles or just maybe make the enclosures smaller to discourage running? Hit-n-run is part of micro, but with a large enough enclosure and unlimited time a troll could easily delay his loss indefinately. This is one of the little things we will need to consider later. First however, let us write out descriptively how we want our scenario experienced.
The text will then briefely explain how the scenario worksHow will we do this briefely? Look at me writing this gigantic guide for simply designing a map layout! Is it even possible to concisely sum up our scenario in only a few words? Yes it is, but we will have to be smart with our use of language.
The battle will then commence in compartment oneHow will people know where on the map the first battle will be? Will we tell them or simply position the camera over the spot?
Once the battle is over......How will our triggers (comming in part three) know when the battle is over? Will we use a time limit, or say it is when all enemies are dead for one player?
barriers will dissapearWhat will we use as barriers? Walls? Or maybe those stockades from the official campaign? How will we stop the units from fighting before the battle begins? Maybe we will use a combination of stockades to separate the forces pre-battle, and then walls to contain the main battle. Or maybe we will just place houses on the map and convert them to the required units with triggers later when the battle starts. Also, what if someone decides to troll by destroying the walls and escaping the enclosure? Will we make the walls gaia and somehow ally both players to gaia? Or will we make the walls belong to player one or two and just make them invulnerable with triggers? If we do that what if the attack-horn sounds from the enemy trolling by attacking the walls are distracting to the other player? What if the player who owns the walls just deletes them? Clearly, we cannot let the walls belong to either player.
Why can't we just use cliffs as enclosures and teleport the units wherever we need them? That is a good question. It is possible, but difficult as you will find out when we cover triggers.
any remaining units from the first six battles will be free to fight in the final battleWill protecting certain units in certain enclosures give an unfair advantage, or is that just part of the scenario's strategy? Will the positioning of the units in the enclosures become an issue, delaying them to the middle for the final battle? Should we just teleport them in?
As you can see, there is a lot to think about. It is better to plan now before we go plonking units on the map!
Balance is a must in any online scenario. Ever played a Collosseum game only to find out afterwards the host had a double unit spawn rate? Not fair is it. You must make the game play exacltly the same for EVERY player in your game. Thankfully as we only have two players, this is going to be easy. There is a second element to balance however, you need to 'nerf' any 'overpowered' tactics that might be used to either troll or auto-win your scenario. For example, if we use a trigger to make the musketeers Guard Musketeers, but leave the skirmishers as veteran/un-upgraded it will ruin the counter system. It is for this reason we will need to consider the following balance elements in our scenario:
Anyway, we won't have a scenario unless we begin actually making the map. Let's get started!
Firstly, boot up Age of Empires III to the main menu. Then press 'Help and Tools' then Scenario Editor. A blank green map will load.
Now we want a bigger map, so click File -->
Ok, time to place some units and buldings in accordance with our plan. Create enclosure 1 for battle 1 at the top of the map. To do this click the 'Objects' pull-down, then choose 'Place Objects'. You can filter the objects by unit type, for example to only list movable units (handy for finding the units for our battle) click the right-hand pulldown menu in the dialogue box that has appeared and choose 'units'. The left-hand pull-down changes the player of the unit you will place. Seeing as we want the walls to be gaia (so they are not owned by either player), click the left-hand pull-down and change the active player to 'gaia' (
Now we want to place some walls. There are two options: The hard way with individual segments from the Place Objects dialogue box, or the easy way with the wall-placement tool. I will show you the easy way. First, make sure the active player in the 'Place Objects' box is 'Gaia' and then close it by pressing 'Esc' on your keyboard. Then go to 'Scenario' -->
Create the enclosure, then go back in to the 'Place Objects' dialogue box to place the units we need for battle one (remember to change the player number to Player 2 for the second player's units).
Now use what you have learned to create the rest of the enclosures plus the final centre battle. When complete your map should look like this (
Now save the map by going to the 'File' drop-down menu and clicking 'Save As'. Then just give your map a name and hit 'Save'!
We have now made the foundations of the map. Look out for part 3 soon where I will explain triggers to you and guide you through the process of creating them for this scenario.
I have uploaded the map so far to the HeavenGames downloads section,
This is for a Windows 7 Retail install, however the directory is probably similar on other Windows installs. Steam versions of the game probably have a different location, although they may also be in the same place. Save a scenario with a unique name, for example 'BlahBlahUnique' and then run a search for 'BlahBlahUnique' to find where it saves to (and where you should put my file). Remember that the .age3scn and .age3Yscn are the ones you want, just ignore the .bak files.
Check out my series of guides for the scenario editor in the link below! | Best Otto TR score
The definitive collection of my scenarios, along with my scenario editor walkthrough, recorded games, and much much more!
[This message has been edited by anterior2 (edited 02-15-2015 @ 11:38 PM).]