|
|
Gandalf's Giant Random Land Map TAD
|
Author |
File Description |
RF_Gandalf |
Posted on 11/24/07 @ 03:51 PM (updated 12/02/07)
File Details |
Game Version: |
TAD |
Gandalf's Giant Random Land Map - TAD
A random map script for AOE3: The Asian Dynasties
by RF_Gandalf
Gandalf's Giant Random Land Map - TAD is a new random map for Single-player or Multiplayer use, originally created for the base AOE3 with a revision for TWC, now updated for The Asian Dynasites. What's new from the original? Well, the major changes include addition of Zen, Shaolin, Sufi, Bhakti, Udasi and Jesuit minor civs to the mix, the addition of several new terrain patterns with matched fauna, treasures, forests, native types based on the new maps of TAD (new patterns are based the terrains found on Honshu, Yellow River, Indochina-Borneo, Ceylon, Deccan, Himalayas, Mongolia, Siberia and a made-up Green Siberia), adding a 1/8 chance for all maps of getting a few extra resource crates (0-3 crates of food and 0-2 of wood and gold), fixing one outside edge trade route pattern so that the trade posts would not lie on the edge of the map with occasional non-placement, adding more variety to cliffs for some map patterns, and adding to all maps a 1/8 chance that the starting mine would be 'towered' like on the new Siberia map.
This map was originally created in response to requests from other players for 'bigger maps'. This map represents an 'unknown' land with a wide variety of randomly chosen terrain patterns possible (37 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 37 patterns have 'sub-patterns' with the base terrain pattern varying slightly or significantly. The Natives also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas!
The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single long route around the periphery of the map with 6 to 12 Trade Posts(depending on player number), or there can be 2 semi-circular routes following the same course (or a variety of other patterns).
There are 18 possible patterns for the number and location of the Native Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is partly dependent on player number. These will be of one or two types per map. The Native villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies.
The food resources on each map can vary slightly. There are always 4-5 'herds' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows, goats, yaks, water buffalo or llamas, and those that do not have an additional group of huntable animals. Most of the maps patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for The Asian Dynasties, mines can vary in type, with silver, tin, copper and gold mines possible. Silver, tin and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have 4 small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from travelling the entire river length, so docks and ships are of limited use.
Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure).
This map has an amazing number of randomly chosen variations possible - each of the 37 terrain patterns or 'skins' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features.
In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any 'map screws' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. This map supports FFA play.
To play this map, the two files (Gandalf's Giant RLM TAD.xs and Gandalf's Giant RLM TAD.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM3. Please do not place them in the game's install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue 'Custom Map' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3 or in TWC, as the new terrains and natives will not work.
If you prefer a map with only the Asian lands and natives - see my similar map Gandalf's Giant Random Land Map - Asian.
A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient!
Thanks to ES for making map scripting possible.
Feedback appreciated!
note - UPDATED VERSION
|
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
Splash_Z |
Posted on 11/30/07 @ 07:46 PM
Playability: 5
Awsome
Balance: 5
Awsome
Creativity: 5
Awsome
Map Design: 5
Awsome
Detail/Accuracy: 5
Awsome
Additional Comments:I had very cool games with this map, thanks m8.
Transcontinental next m8 ;)
|
RF_Gandalf
File Author |
Posted on 12/02/07 @ 11:07 PM
Note I have updated the map script - I found that on one of the 2 random versions of the Yellow River pattern did not work right and not enough forest appeared - I had misspelled Ginkgo. Sorry - try the updated version. |
AjaxMinoan |
Posted on 12/23/07 @ 01:33 PM
A problem I noticed in play is that when you have the Asian villiage with the guys with the long spears (I forget), the guys get stuck in their own villiage as they come out.
Only like three get stuck, then you can use the rest. |
RF_Gandalf
File Author |
Posted on 12/23/07 @ 08:24 PM
Check the bug list - it is not my map, it is one of the Zen villages that has a bug, hopefully they will fix it. It happens 1/5 times the Zen villages are used (only one of the 5 possible villages is affected), and only if you put the gather point in the direction of about 10 oclock to 2 oclock. |
HGDL v0.8.2 |
Rating |
---|
5.0 | Breakdown |
---|
Playability | 5.0 | Balance | 5.0 | Creativity | 5.0 | Map Design | 5.0 | Detail/Accuracy | 5.0 |
Statistics |
Downloads: | 6,164 |
Favorites: [] | 0 |
Size: | 35.90 KB |
Added: | 11/24/07 |
Updated: | 12/02/07 |
|