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Downloads Home » Random Map Scripts » Newfoundland & Falkland Islands maps

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Newfoundland & Falkland Islands maps

Author File Description
devilzap This is my second attempt on building my own RMS, and no one commented on my first, so please tell me what you think about this one. I am sorry if I spelt the Falkland Islands wrong. Anyway, the Falklands is a dark map with grass, marshes, icy lakes and tall, skinny trees. Newfoundland, on the other hand, is a sunny, sand and grass map with lovely lakes. In the Falklands you get three Aztec warriors free and you have lots of settlers to start off with. Enjoy these maps, and expect more aoe3 stuff from me!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
dr nefarious
Map Design3.0
Rating: 3

Falkland: 3

The map looks interesting on the minimap, but I didn't like it up close. Too many large, empty patches, unnatural looking cliffs, and forests that look like they dropped out of the sky. Try to smooth it out a little more!
The main problem I see on this map is the balance. The player in the center has definitely an advantage with two trade posts close by and much easier access to the whole map. The player starting at the edge of the map has to go around the enemy base to get access to the other half of the map! Unevenly distributed resources only add to the problem. Once the starting herds run out, the player at the edge has to resort to farming, while the one in the center can merrily go on hunting in his huge back yard.
In team games this advantage is lost, but replaced by the fact that the center team can easily help each other out in defense etc. while the other team’s members are isolated. It’s almost impossible for them to come to each other’s help in 2 on 2 games.
Finally, the additional villagers present yet another balance problem. Civilizations which start with fewer villagers profit much more than others. Instead of adding a fixed number of villagers for all players I’d rather double the number of starting units (including coureurs and settler wagons!). This should lead to a much better balance.

Newfoundland: 2

I consider this map to be almost unplayable. It features the same balance problems with player and resource placement as the first map. On top of that, coin is way too rare with a single silver mine per player, which often isn’t even placed for the edge player! The randomly placed gold mine will almost always decide the game – whoever is closer (in most cases the player in the center) will win. Besides, you have to play Dutch-only or non-Dutch games as the Dutch are at a huge advantage here thanks to their banks.

Additional Comments:
Neither of these maps reminded me even remotely of the areas they are supposed to represent.
RF_Gandalf Comments on all 4 of your maps - the RMS Generator is only a tool useful for starting out a map. You really need to be able to test out the map a lot and then change any imbalances. I have note that the scripts from this program are wildly imbalanced in general.

You would really do well to study the map results for inequalities, bugs, etc, think things through about how the map will play in different situations, then editing them before posting them.
File Author
Thanks for the suggestions. I will certainly use them in any other mods/maps/scenarios I make, and hopefully I will improve on mapmaking.
meitme Yay someone knows what newfoundland is. lol(i live in newfoundland)

anyway If you made it newfoundland and labrador you could have alot of gold mines. Or just labrador.
Lord_Welshire Hi, a little late to post comments but, i must say.. Your Falklands map is a great idea for a map.. after all, The Falkland Islands in the South Atlantic are a British Colony. However, the Islands are barren, the only few trees that exist are in the town of Stanley, their only basic town, and they are around the buildings. other then that, the whole island is covered with Grass. Some bushes. And Mounts.

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