Welcome
Downloads Home
Best Files
Review Guidelines
Main site
Forums
Code of Conduct
Search

Advanced Search
Random Map Scripts
Home
New Releases
New Reviews
New Comments
Top-Rated

Submit File
Browse Categories
New Files

Downloads Home » Random Map Scripts » Gandalf's Giant Random Land Map - TWC

Download File Post Review Post Comment

Gandalf's Giant Random Land Map - TWC

Author File Description
RF_Gandalf
File Details
Game Version: TWC
Gandalf's Giant Random Land Map - TWC
A random map script for AOE3: The War Chiefs
by RF_Gandalf

April 5th, 2007 - This map originally contained a small error or bug which sometimes prevented only Carib native trade posts from being built when that tribe was randomly present. This new version corrects that bug. If you previously downloaded this map, you should re-download to correct this bug. Sorry for the inconvenience.

Gandalf's Giant Random Land Map is a new random map for Single-player or Multiplayer use, originally created for the base AOE3, now updated for The War Chiefs.

What's new from the original? Well, the major changes include:
1) addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I did not completely replace the Iroquois, Aztec and Lakota as did ES - they are still possible minor tribes in my map)
2) addition of several new terrain patterns with matched fauna, treasures, forests, native types based mainly on the new maps of the War Chiefs game ( the new patterns are from Andes, Araucania – north, south and central patterns, Painted Desert, California – green and desert patterns with several forest variations, Northwest Territories, and a new palm desert pattern)
3) addition of two new possible trade route patterns
4) fixed the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement
5) added more variety to cliffs for some map patterns
6) added more variety in the river feature, with a little less straight rivers and a few river patterns now have shores which are buildable for docks
7) sometimes a central lake, canyon or cliff area acts as a longer partial barrier between teams or sides of the map (but never a complete barrier)
8) simplified a few elements of player placement to reduce size of script
9) added several new placement location options for the Native American tribes
See below for full map description.

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 (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have 'sub-patterns' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans 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 22 possible patterns for the number and location of the Native American 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 native per map. The NA 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 gameplay 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 or llamas, and those that do not might have an additional group or two 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 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 War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver 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 a few 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 traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks.

Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) 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). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map.

This map has an amazing number of randomly chosen variations possible - each of the 28 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, sometimes farther away. 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, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. Early in the project I encountered rare instances of Trade Post or Native Villages not placing, but not in more recent testing of the final version.

To play this map, the two files (Gandalf's Giant RLM TWC.xs and Gandalf's Giant RLM TWC.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM2. 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, as the new terrains and natives will not work.

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!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Splash_Z Thanks Gandalf, this is the map i was waiting.
ill rate it later cause im dloading it now.
Hapy new year Gandalf
Splash_Z
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Detail/Accuracy5.0
Playability: 5
Great. I had big fun ffa with my friends.

Balance: 5
Food, gold and wood always near

Creativity: 5
Great. the random natives are amazing

Map Design: 5
Cool nice shock places.

Detail/Accuracy: 5
Very nice random maps.

Additional Comments:
Gandalf does very good map design work.
People should appreciate it by rating his cool and high quality maps.
Thanks Gandalf
lukipuk Sorry for being a bit silly, but when I place the documents in the right folder (My Documents\My Games\Age of Empires 3\RM2), I cant find the "small blue 'Custom Map' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window."
RF_Gandalf
File Author
This is a custom random map. When you start AOE3 you get a choice of Scenario or Skirmish - pick Skirmish. Then on the right side directly above the drop down window where the names of the standard random maps routinely occur is the button to select custom random maps. This will let you select between any custom maps in your folder.
craig77 Wow Gandalf, this is at least my 5th RMS map of yours and I must say that you do quality work. Well balanced and fun to play, I look forward to more maps from you. Thanks, Craig
Achaean Lionness
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Detail/Accuracy5.0
Playability: 5
For my ratings, please see my additional and explanatory comments below.

Balance: 5
Ibid / Superb!

Creativity: 5
Ibid

Map Design: 5
Ibid / Brilliant!

Detail/Accuracy: 5
Ibid / Brilliant - and very compentently done.

Additional Comments:

*

I don’t know whether to blush or growl like a furious lion. I was positive I had Long Ago commented and rated this script. Where did it go?
My family is right, I am the ‘absent minded professor.’

Ten-million apologies in that case, dearest Gandalf.

Allow me state it publicly then.
I can’t even remember the last time I used any other RMS than this one.
The last 250 + wars I’ve fought, have been on the beautiful, fantastic and usually (strategically) challenging fields generated by this Utterly Masterful RMS.

Delete every other RMS I have (and there are many for some reason) – and I wouldn’t even know or notice – and I’d care less. For gods’ sakes, just leave my Gandalf’s Giant RLM – TWC!

This Script is simply brilliant. It is literally all the RMS I need or desire. It is so superb, it renders any other moot.
I Love not knowing upon what land my ‘original five’ will throw their meager bags to the ground and say – ‘we’re not going any further. We’ll build here.’
You just Never Know!
I Love the Giant size. The only thing I’d change about it if I could, would be to make it even larger – but this size will do just fine.

All Gandalf’s by now famous (I should hope!) RMS’s are characterized by his unrivalled attention to the details, and the size of this map-field hasn’t affected that in the least. From the giant to the tiniest details, this RMS generates lands worth fighting and dying for time & time & time again – without fail or exception.
(I admit I’m now weary of defeating the British, Spanish, Dutch and Portuguese, on the Great Plains, but that has nothing to do with Gandalf or the beautiful plains this script generates: I have long been curious tho’ why there are never any Hot Springs anywhere on the plains in this RMS?).

If I had any clue how such things are done, I would wish to change only three things about this Brilliant RMS.

- I would Increase the size even further (if possible).
- I would Love to have more trees, thick, heavy woodlands (I don’t care about slower load times, it’s worth the wait on fields like these). I miss the basic idea of the ‘Black Forrest’ of AoE TC – though I’d still like such heavy forests to be penetrable.
- &nd lastly, I would do away with the ‘auto-revealing’ of all the Trade Routes and Trade Posts.

I can & will rate this one, sorry only that there aren’t enough stars to do so properly.
I would give it not-less than 16, and something closer to 160 …

This is RM Scripting at its finest in my opinion. I’ve never yet encountered an RMS generated field that comes anywhere near such brilliance in every facet & aspect.

There are none better – and none nearly so masterfully rendered.

To be sure, dear Gandalf, if it is possible to make any of those ‘three modifications’ to this RMS (or best yet, all three of them!) – I would even be willing to pay you something for it, so delighted would I be to have it.

In all events, you have my boundless thanks for this one – and unless it is, against all probabilities ‘improved upon’ – the only one I’ll ever need.

Most appreciatively yours,
~ The Lionness

*
RF_Gandalf
File Author
Lioness
The auto-reveal of the TPs is hard coded into the game for the native civs - Aztec, Iroquois and Sioux. If you play as them or have them as an ally, the TPs will always be revealed.

Impenetrable forests will not realy work out well for AOE3, but larger forests are certainly an option. As are larger maps. If you have the machine to handle them, they can be fun but if not, then extreme lag. I should be able to do a simple revision with those edits - would like to scale things properly and test - so it may take a few weeks (I have some real life committments to handle as well). I have another nearly completed map to release (including a TWC version) in the near future as well first. I assume you have not gotten TAD yet?
Achaean Lionness *

Dear Gandalf,

I thank you much for your kind reply here.
Ah-ha! I of course had no idea about the TP’s being so hard-coded – and yes, my ‘constants’ are:
I am Always Russian; my Allies are Always the Ottomans and the Iroquois, and we always face three allied enemies, always on expert level; and we Always fight the British as one, otherwise, all else is varied – usually determined by chance.
I think now knowing that we have this ‘native knowledge’ through the Iroquois, the auto-reveal will bother me much less.

Yes, even in the old AoE TC, the ‘Black Forest’ being impenetrable struck me as a bit silly – I appreciate infinitely more the way units can slip through the narrowest spaces in AoE III.
*Denser* forest is rather what I have in mind – certainly a ubiquitously penetrable one.
Something very proximal to the New England style fields, but again with fewer ‘open spaces’ and a more even distribution of heavy woodland – if that makes any sense?
I might say – not ‘New England’ but rather more like the Black Hills.

Yet-Larger fields would be Awesome! ..provided of course, that it doesn’t confound the AI (I can’t see why it would).
Like you (I believe) I also use and much enjoy Felix’s Draugur AI (though I see he’s now released a newer version, which I will certainly try).

Your assumption is correct as well, I’ve not yet gotten TAD – and while tempting for the sake of seeing and having it (as I have all versions of AoE from the very first) – I’m not particularly interested in the Asiatic motif.
That I will eventually get it in any event, is likely inevitable.

That you express even the idea of looking into such revisions of this superb Script is more appreciated than you can know, and most kind of you.
Needless to say, worth any wait – and then some.

My machine here is an Alienware Gaming rig, and quite fast – I don’t think it would be over-taxed.
I get the occasional lag even now time to time when there are mass concentrations of units in a small area, but it doesn’t really bother me. It never lasts long – (Huzzah! For Russian infantry and guns!) :)

I am most grateful & thank you sir.

~ Lionness

*

Post Review Post Comment

HGDL v0.8.0

Login
Forum Username:


Password:




Create a new account
Forgot password?
Rating
5.0
Breakdown
Playability5.0
Balance5.0
Creativity5.0
Map Design5.0
Detail/Accuracy5.0
Statistics
Downloads:5,710
Favorites: [Who?]1
Size:37.38 KB
Added:12/28/06
Updated:04/05/07