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Author |
File Description |
RF_Gandalf |
Posted on 02/01/10 @ 06:04 AM
File Details |
Game Version: |
TAD |
Desert Flood
A random map script for AOE3:The Asian Dynasties
by RF_Gandalf
This new RMS depicts an area along a flooded river, with crops still harvestable in the water. The setting is an arid area of the Indian subcontinent. There are several unique features of this rectangular map. First the players always are placed in a line parallel to the river. Second, the map (and river) become longer with more players. Third is the large number of berry bushes harvestable in the shallow water. The river always is placed on the south, with the forest adjacent to the river. The player line is in the midposition of the map. To the north is a treeless desert area, where the extra mines, a trade route, and the native villages are located. The natives can be Udasi, Sufi and/or Bhakti. There are not a lot of huntable animals on the map, and there are a few goats or cattle scattered about as well.
The unique setup of the map - players, resources and other features - makes the gameplay quite different. A team game usually results in all players on a team trying to defend the teammate closest to the enemy. A decision must be made on whether you risk sending vilagers out away from your base to the flooded land to harvest berries, where no defensive structures can be built.
To play this map, the two files (Desert Flood.xs and Desert Flood.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. This script will not work in the original AOE3 or TWC due to the new content.
Thanks to Kastor at Napoleonic Era for the original concept.
Feedback appreciated! |
Author | Reviews ( All | Comments Only | Reviews Only ) |
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Scarfac3 |
Posted on 03/10/10 @ 01:38 PM
Playability: 5
(Insert Playability analysis here)
Perfect playability!!
Balance: 5
(Insert Balance analysis here)
Pretty well balanced. Great gameplay with one trying to defend the allies closest to the enemies.
Creativity: 5
(Insert Creativity analysis here)
Very creative indeed!!
Map Design: 5
(Insert Map Design analysis here)
Cool map design great concept.
Detail/Accuracy: 5
(Insert Detail/Accuracy analysis here)
Additional Comments:
Keep making such great maps. You are certainly one of the best out there. |
As_Saffah |
Posted on 04/05/10 @ 12:19 AM
Playability: 4
Primarily a map for small teams or 1v1 supremacy games. The map is easy to "solve" if you've played it a few times, and the most desperate battles are fought over control of the north, with the losing team being pushed out onto the marsh. The map's design novelty makes this a fun map to share with friends.
Balance: 4
Rushing civs and civs or strats which do not depend on a lot of hunting, huntables, or mining for coin do very well. Despite a ton of berry bushes, Japan and the Native civs have a harder time on this map if the game goes long. For this reason, it's not an ideal map for many fortress and industrial strats.
The map size adjusts to accommodate more players, but at times you are very close to your enemy. This can't be helped, sometimes you are the unlucky one and have to turtle up.
Creativity: 5
I especially like the passable shallow marsh terrain, and the small islands and many clumps of berries you can find there. It looks like a lot of careful work went into coding the water area and it looks fantastic. I've played about 4 games on the map so far and it's always a little bit different.
Map Design: 5
Another highly playable and attractive map from Gandalf. After dozens of new maps and reworking of classic ones, it seems like he will never run out of clever ideas.
Detail/Accuracy: 5
There's no one particular type of terrain in mind. It could be the Ganges delta, or a mangrove swamp in Southeast Asia, or almost any other marshy place. The multiple little wooded isles and the irregular shoreline look very nice and obviously were carefully planned and coded to be slightly different every time, but give you a similar experience when foraging in the marsh.
Additional Comments: You can tinker with the code for the resource depots in the marsh, to come up with almost any type of distribution of resources, from extra mines to a mix of mines/berries, to extra herds. Of course, this changes the tactics and balance quite a bit, so it's no longer the "same" map. This might be useful for a specific strategy or historical scenario, e.g. a California version with gold mines in the middle of a shallow river; or cranberry flats on the New England coast.
[Edited on 04/05/10 @ 12:27 AM]
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HGDL v0.8.2 |
Rating |
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4.8 | Breakdown |
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Playability | 4.5 | Balance | 4.5 | Creativity | 5.0 | Map Design | 5.0 | Detail/Accuracy | 5.0 |
Statistics |
Downloads: | 8,839 |
Favorites: [] | 0 |
Size: | 8.81 KB |
Added: | 02/01/10 |
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