Do you think Arabia is boring?
Are you sick and tired of hills on this stupid map?
Then the next map might NOT be something for you!
This version of Arabia will have the elevation pattern of a bar of chocolate. Hills will always spawn in this fashion.
Resource distribution is exactly like the standard Arabia. Only difference is that there are no cliffs on this version (they interfere with the hills) to compensate for the lack of these defensive objects I added slightly more woodlines (they will still be of the same size, so you won't really notice it, except for having more woodline options in the late game)
To make this map work I had to completely change the way of coding. If you guys are interested in the approach I followed, click the spoiler below.
If you rather play a game on this weird variant of Arabia, download the file and put it in your random map folder.
dance around to benefit from the hill bonus (screenshots):
Technical information, how this map was constructed:
Download the file below and put it in your random map folder:
To play it on Voobly Wololokingdoms , extract the file into the following folder:
C:\Program Files (x86)\Microsoft Games\Age of Empires 2\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
or if you use the compatibility patch:
C:\Program Files (x86)\Steam\steamapps\common\Age2HD\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
The map also works for AOC (UserPatch highly recommended):
C:\Program Files (x86)\Microsoft Games\Age of Empires 2\Random
Are you sick and tired of hills on this stupid map?
Then the next map might NOT be something for you!
This version of Arabia will have the elevation pattern of a bar of chocolate. Hills will always spawn in this fashion.
Resource distribution is exactly like the standard Arabia. Only difference is that there are no cliffs on this version (they interfere with the hills) to compensate for the lack of these defensive objects I added slightly more woodlines (they will still be of the same size, so you won't really notice it, except for having more woodline options in the late game)
To make this map work I had to completely change the way of coding. If you guys are interested in the approach I followed, click the spoiler below.
If you rather play a game on this weird variant of Arabia, download the file and put it in your random map folder.
dance around to benefit from the hill bonus (screenshots):
Technical information, how this map was constructed:
so I found a creative way to spawn objects correctly in a random map where an extra land would interfere with the minimum placement distance. I'm talking about those maps with one extra lands in the middle like arena and goldrush, but it works for any map configuration
the map idea how I came to this is pretty ridiculous: ChocolateBarArabia
each of these bumps is a (neutral) land, created on a specific x-y- coordinate.
setting a min_distance_to_players for objects would also count the (neutral) lands, so anything with a minumum distance of ~ 6 or more would fail to spawn.
So I removed the minimum distance to players for these objects, and then obviously the objects might spawn too close near the player's TC...
To prevent these objects from spawning near the TC, I gradually spawned huge amount of invisible gaia objects with a tiny min_distance_group_placement.
As a result, these invisible objects would prevent other objects that would spawn later on in the sscript from spawning in the area near the TC.
Here I use flags insteead of invisible objects to show what's going on:
For each new set of objects, that has a specific minimum distance to the TC (for example the set of boar, with a minimum distance of 18 to the TC) I had to include a new command to 'fill' in the area around the TC with more objects- that would prevent the following objects (in this case the boar) from spawning too close to the TC.
A maximum distance to players can still be defined, since other lands seem not to affect this.
Gradually the whole region around the TC would be filled with invisible objects, and the neutral resources such as wolves and golds could easily fill in the space that is left (the outskirts of the map).
As invisible objects I use GAIA map revealers. Since these revealers reveal the map for the GAIA player they would give extra vision which would help their boars and wolves from chasing down a villager or scout. The vision of these objects is removed by setting the LOS of these map revealers to 0 (a UserPatch effect)
I tested the map on HD, and it seems not to function perfectly. The playerlands do not spawn on the base level. Also, since it is impossible to remove the LOS of the map revealers, GAIA would have full vision of your base, and it would be pretty much impossible to lose aggro from a boar or a wolf.
the map idea how I came to this is pretty ridiculous: ChocolateBarArabia
each of these bumps is a (neutral) land, created on a specific x-y- coordinate.
setting a min_distance_to_players for objects would also count the (neutral) lands, so anything with a minumum distance of ~ 6 or more would fail to spawn.
So I removed the minimum distance to players for these objects, and then obviously the objects might spawn too close near the player's TC...
To prevent these objects from spawning near the TC, I gradually spawned huge amount of invisible gaia objects with a tiny min_distance_group_placement.
As a result, these invisible objects would prevent other objects that would spawn later on in the sscript from spawning in the area near the TC.
Here I use flags insteead of invisible objects to show what's going on:
For each new set of objects, that has a specific minimum distance to the TC (for example the set of boar, with a minimum distance of 18 to the TC) I had to include a new command to 'fill' in the area around the TC with more objects- that would prevent the following objects (in this case the boar) from spawning too close to the TC.
A maximum distance to players can still be defined, since other lands seem not to affect this.
Gradually the whole region around the TC would be filled with invisible objects, and the neutral resources such as wolves and golds could easily fill in the space that is left (the outskirts of the map).
As invisible objects I use GAIA map revealers. Since these revealers reveal the map for the GAIA player they would give extra vision which would help their boars and wolves from chasing down a villager or scout. The vision of these objects is removed by setting the LOS of these map revealers to 0 (a UserPatch effect)
I tested the map on HD, and it seems not to function perfectly. The playerlands do not spawn on the base level. Also, since it is impossible to remove the LOS of the map revealers, GAIA would have full vision of your base, and it would be pretty much impossible to lose aggro from a boar or a wolf.
Download the file below and put it in your random map folder:
To play it on Voobly Wololokingdoms , extract the file into the following folder:
C:\Program Files (x86)\Microsoft Games\Age of Empires 2\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
or if you use the compatibility patch:
C:\Program Files (x86)\Steam\steamapps\common\Age2HD\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
The map also works for AOC (UserPatch highly recommended):
C:\Program Files (x86)\Microsoft Games\Age of Empires 2\Random