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Random Map Scripts » Gandalf's Random Land Map - Asian

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Gandalf's Random Land Map - Asian

Author File Description
RF_Gandalf
File Details
Game Version: TAD
Gandalf's Random Land Map - Asian
A random map script for AOE3: The Asian Dynasties
by RF_Gandalf

Gandalf's Random Land Map is a custom random map for Single-player or Multiplayer use, originally created for the base AOE3, now updated for The Asian Dynasties.

If you have played the version for the original AOE3 or TWC, you are familiar with this 'unknown' type map. This map represents an 'unknown' land area with a variety of randomly chosen terrain patterns possible (9 patterns total) all based on the new Asian map types, each with fauna, treasures, and decorations to fit the theme. Some of the 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 just slightly larger than the diameter of Carolinas basically to allow the addition of the various terrain features, trade routes and natives.

The map is of a 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 creating 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 diagonal route or parellel routes accross the center, or 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 (plus a variety of other patterns).

There are 22 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 sometimes partly dependent on player number. These will be of one or two types of natives 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 3-5 'herds' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows, yaks, water buffaloes, goats or llamas, and those that do not have an additional group of huntable animals. Most of the map 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 generally just out of the starting screen), with an additional several per player further off. There are usually more total mines than on the standard maps. In this version, mines can vary in type, with silver, copper, tin 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 the amount of forest can vary somewhat, and all players have 2 additional 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. One new feature for this version is a random (1/8) chance of the starting mine having a nearby tower, as in the Mongolia map. Another new feature is the random possibility of a few bonus crates - food, wood, and/or gold - this occurs 1/5 of the time.

Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 5-6 per player per map - 2 of the easy ones nearby, and 3-4 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). As in the new TAD maps, sometimes 'team' treasures in team games are found on some Asian-themed maps.

This map has an amazing number of randomly chosen variations possible - each of the 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 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 an essential factor (since you will not 'know' the map in advance) to find the nearby and distant resources, features and the enemy. Occasionally a native village or trade post does not place though I have tried my best to reduce the chance of this occurrence.

This map supports FFA play, and extensive testing on the current version was without problems.

To play this map, the two files (Gandalf's RLM Asian.xs and Gandalf's RLM Asian.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 TWC, as the new terrains and natives will not work.

A point about the startup: 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!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Jugit Edit. Oops wrong file.

[Edited on 04/30/08 @ 01:13 PM]

DUTCH BUDDHA gandalf can u make a really big map even bigger then the bigest map exsisting hoop so tanks for make al maaps by the wy u make me wanne ply age of empiers 3 a cane
RF_Gandalf
File Author
tehre is a limit on the size the maps can be. I thnk it is 2048 or some similar number of tiles in length and width.

my biggest maps are the transcontinental maps they are almost 2000 tiles long but not as wide.

Sorry I have no plans to make any bigger maps.

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Added:04/29/08