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


Download File Post Review Post Comment

New France

Author File Description
jrfla2006
Welcome to frech colony

----------------New france---------------------

A few of history

As in mine I finish map I made one of France, I I again made another map of a French colonia, in this I have as canada subject the old one, which was a French colony, and after the North American civil war, these parents also turned an English.



Features

It has mounts, as well as in the real world, the snow is not intensive, but it snows, the map has a strong illumination, giving the inpressão that we are same in Quebec, the map is lesser, thus becoming the map is hard and making the person to need to think speed

Adittional features

Real map in the loading

descrition good in the loading

This map have .ddt files,its more real
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
piLOL69 really good map
jrfla2006
File Author
tanks, my next map in two days...
dr nefarious
Rating
3.0
Breakdown
Playability3.0
Balance3.0
Creativity3.0
Map Design3.0
Detail/Accuracy3.0
Rating: 3
First of all, there are bugs in the script! Try to open it with the editor in debug mode, and you'll find at least two problems.
I didn't like the map design. I think the many empty cliffs look just plain ugly with their snow textures abruptly changing to "normal" ground. Try to find textures which make for a more natural transition!
The map has several balance problems. Natives, treasures and mines are placed completely random so players can get big advantages/disadvantages here. A player can basically end up with no coin apart from his starting silver mine while his opponent has several gold mines conveniently close to his starting position. The same goes for natives and treasures. (Besides, one treasure per player for the whole map is just not enough.)
To a lesser extent this is also true for the herds of cows around. There are always four of them placed in a circle, so in a two player game both player should at least be able to find some of them, though civilizations starting with additional scouts are at a definite advantage here. But with more than four players the map becomes almost unplayable, as four players will usually be able to bag one herd each close to their town center while the rest won't have a chance to find anything except for their starting sheep.
Finally, the blockhouses: They are fine for Russians who get to train all their infantry units from them. But other civilizations are not as lucky, Germans for example can only train pikemen there, and Ottomans nothing at all! If you want to add military buildings, you'd probably better go with a Texas-like approach, i.e. with two blockhouses for Russians, and two towers plus one barracks for everybody else.

Additional Comments:
I appreciate you being so productive, but perhaps you should invest more time into your maps instead of creating a new one every few days.
Most important: Before you upload your maps you should actually play them, and more than once or twice. Play them many, many times and then once more, preferably with friends on the LAN, so you can receive immediate feedback on how to improve them. All your maps I've seen so far contain serious balance issues, and you definitely need to avoid problems in this area, as balance is probably the most important single factor of a good RMS design.
jrfla2006
File Author
it dont have bugs,your install wrong,please see it.

IT no Have bugs!

RF_Gandalf jrfla2006

You do not know very much about random map scripting yet, and you should heed good advice when you get it. I would suggest that you take some time to:

1) learn the game better so you understand what game and map balance is. Take time to play with people, read on the forums, etc, to understand how the game is played and how important it is to have a fair map.

2) study the random map scripting language, there are resources available on line to help you. If you have the game 'Age of Mythology', the guide in that game fits almost everything in AOE3. Even better, copy and paste this link to the RMS Question thread on the Scenario Design forum : http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,29982,0,20 There you can ask questions and you will find links to the 2 best online resources - the tutorial by MoNtY pYtHoN and the Age of Wiki. You need to learn more about how the scriping really works.

3) Learn to do more than just click buttons on the Random Map Generator program that you downloaded from that German game site. The program, while interesting and capable of making a script, makes very buggy scripts at times. It also does not really do well balanced, fair scripts, due to the way that the resources, natives and trade routes are placed. There are better ways to script.

4) When you use that Random Map Generator program(and from opening your scripts, that is all you have used) you should then examine carefully the results and test under different player numbers and see if the objects and units you scripted were actually placed, and above all make sure that they are placed fairly.

5) Learn to use the random map debugger. Go to your start button, right click it, open the 'Explore all users' option, and find your Age of Empires III icon in the right hand window. copy the icon and paste it back in the same window, rename it to AOEIII with map debugger. Then right click on the icon, open Properties (the last choice on most menus), and you will see a line for Target. After the wording in that Target window (where you installed AOEIII) carefully add these words: +debugRandomMaps Then click Apply or OK to save the change. Now this will allow you to start up the game with the random map debugger running. Start your maps under this program and you will truly see if there are bugs in your maps (and there are - many, I checked).

6) Again, I say learn to take good advice. When someone like dr nefarious takes time to review your map and gives wise constructive criticism, you should listen. He gave you suggestions to improve on your maps and you did not listen, you only protested. He was very generous with his advice, and very generous with his review scores as well. According to the 'official' guidelines first established on this site several years ago for reviewing the maps of AOK: The Conquerors, the severe balance issues and the failed resource placement on your maps would rate a score of 1 or 2.

Please listen to us and learn more about random maps, and use your energy toward creating fair, balanced maps that people can enjoy!

RF_Gandalf

[Edited on 08/28/06 @ 08:23 PM]

jrfla2006
File Author
i dont make more maps for heavengames,now i going work in braziliam sites. bye forever
dr nefarious That's a pitty, HG could use some more active designers. But don't expect me to feel guilty about it. My advice was well meant, and if you'd sooner try to find someone who will praise your work as it is than to work on improving it... Well, that's your decision.
RF_Gandalf jrfla2006

Sorry to hear of your response. I would prefer you to continue - and there are some of us here who take an interest in helping people learn.

Maybe part of the problem is language - not understanding that we are not 'tearing down' your work to be critical, we are just trying to honestly help you understand what is wrong and pointing out what you could do to improve your work.

Good luck.

RF_Gandalf

Post Review Post Comment

HGDL v0.8.0

Login
Forum Username:


Password:




Create a new account
Forgot password?
Rating
3.0
Breakdown
Playability3.0
Balance3.0
Creativity3.0
Map Design3.0
Detail/Accuracy3.0
Statistics
Downloads:3,105
Favorites: [Who?]0
Size:361.70 KB
Added:08/26/06