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Downloads Home » Random Map Scripts » New World Acropolis

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New World Acropolis

Author File Description
RF_Gandalf New World Acropolis
A random map script for AOE3
by RF_Gandalf

New World Acropolis is a new random map for Single-player or Multiplayer use. The zip file actually contains 2 maps, including a 'Plus' version described below. Each player starts on a raised hill mostly surrounded by cliffs, for a starting position that is more easily defensible. The start areas are similar to the Acropolis map from AOM if you are familiar with that game, with 2 'ramps' or paths from the clifftop to the base level.

This map represents an 'unknown' land with a wide variety of randomly chosen terrain patterns possible (19 patterns total), each with fauna, treasures, and decorations to fit the theme. 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 just slightly larger that the standard ES maps, such as Carolinas or Great Plains. This map supports FFA play of any player number.

The map is of a contiguous land area, with a possibility of some cliffs, and/or a lake, mountains, canyon, or hills in 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. Trade Routes randomly vary between 6 different types of routes, each with at least 2 possible patterns of Trade Post placement per route.

There are 10 possible patterns for the number and location of the Native Villages. There can be as few as 2 villages, or as many as 12 on a map, and this is partly dependent on player number. These will be of one or two types of natives 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. These should always be placed roughly symmetrically as far as the number of villages per team or side of the map.

This map is rich in resources. 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 (the 'tropical' maps and the 'yukon' maps do not), and those that do not have herdables have an additional group of huntable animals. Most of the maps patterns have some berries at the start area (but not the snow patterns), and some have some extra berries scattered about the map. For the maps with a lake 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. All maps have 2 silver mines per player in the start hill area. In addition, there are an additional several mines per player farther away. Some of these extra mines will be gold mines rather than silver mines for additional available coin. Forests are placed fairly and all players have a few small clumps of trees in the start area to be sure initial wood access is equal.

Treasures or nuggets are keyed to the map type or pattern - a total 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).

This map has an amazing number of randomly chosen variations possible - each of the 19 terrain patterns or 'skins' can have 2 lighting sets for a variety of appearances, 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. 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. Gameplay should be similar to that on most other all-land maps except for the defensive possibilities provided by the 'cliffed-in' start positions.

In the 'Plus' version, the only difference is the addition of 2 outpost wagons for each player at the start, as I have done for several of my other maps. Both map scripts are contained in the same zip file. The 'Plus' version plays only a little differently, allowing a bit more defensive play and reducing the chance that an early rush will succeed. You get to decide whether to use the outpost wagons defensively at your base or to use them to expand and hold territory.

To play this map, the two files (New World Acropolis.xs and New World Acropolis.xml, and the plus version as well) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM. 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. Note that the .xml file will give the map description at startup.

A couple points about the startup: first, the map script, with the various randomizations, is larger than the ES maps so it takes a little longer to load - be patient! Second (in response to a question), on the map startup screen the random map screenshots which appear as the map is loading do not predict what the loading map looks like - they are just decoration, for 'show'.

Because of the multiple terrain patterns provided, and the features described above, this is not simply a copy of the AOM Acropolis map, but took a large amount of effort to put together. Hope you enjoy my effort!.

Thanks to ES for making this map possible!

Feedback appreciated!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Kastor
Official Reviewer
Very nice map, but you should try to fix the zoom (zoom is too near at the town centers).
RF_Gandalf
File Author
Kastor - I am open to suggestions on how to fix it. This is similar to how it looks on the Rockies map also, a map with elevation variation. The villagers look larger at the start area due to the increased elevation there, and smaller on the lower elevation. I see this on other maps I have made, but it does not seem to be such a big deal when the player start areas are not the elevated places.

The only way I know of to do that would be to make the cliffs around each start area much lower, and I did not like the way that looked otherwise.

I know of no other easy way to make the 'zoom' work better on a RMS.

[Edited on 09/02/06 @ 10:20 PM]

Orca
I think this is a very nice map. Im sure especially causual gamers who dont like rushing will like this map pretty much.
About the zoom thing - I wouldnt bother because it doesnt matter too much and its very unlikely there is a good solution to solve this issue.
jrfla2006 the zoon is good, and is a very nice map,but the lighings, dont is good,please change the lighings...

my eyes are aching,but this map is good.
Kyle Leach "Kastor - I am open to suggestions on how to fix it."

To zoom out the view, try setting the elevation octaves to a lower number. This will generally lower the map. However, be careful, it does some weird things with rivers and other bodies of water.

[Edited on 10/23/06 @ 08:34 PM]

Wolverine109 A very good map!! Well done...
Larry

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Downloads:3,210
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Size:48.82 KB
Added:09/02/06