I thought I'd collect all my RM scripts in one place to make things easier for anyone who might be interested in them. A fairly diverse collection, but most are designed to be suited to competitive play. All maps are for DE.
I'll continue to update this with any maps I create in future as well. Any suggestions, feel free to post here.
A "*" denotes maps that use direct placement, and are only suitable for 2 equal teams. Use the inbuilt Team Positions feature to have player colour determine position - use odd vs even: [1 vs 2], [1,3 vs 2,4], [1,3,5 vs 2,4,6] & [1,3,5,7 vs 2,4,6,8].
Mod Page
cic-Adriatic*
A large body of water in the corner of the map, with players positioned around it. Expect to see simultaneous fighting on both land and water.
cic-Adriatic Islands*
Adriatic... with islands! These islands contain extra resources which make fighting for the water even more important.
cic-Anatolia*
Scandinavia with positions fixed so that both players/teams will be fighting for both bodies of water. Also has more extra resources scattered across the map, meaning players will have to balance land and water control.
cic-Arizona
Arabia variant, with more open bases, and more extra resources distributed across the whole map.
cic-Avalon*
Gold rush, but the gold is moved to an island in the corner far from the teams, surrounded by a marshy lake that cannot be build on. Players/teams that put too much focus on securing the gold risk leaving themselves undefended at home.
cic-Castile
"Most of the stone in Castille has already been quarried for its namesake castles..."
Players each start with a castle - however, there is no more stone on the map. They also lack a starting TC. Lose your Castle, and your king might have to go on the run... (regicide recommended). Teams start close together.
cic-Conjunction*
Similar to Far Out - teams line the bottom edges of the map, leaving a vast landscape the top of the map to be explored.
cic-Convex Arabia*
Uses HC3_Arabia as a base. With 6 or 8 players, teams will be placed in a convex placement with the 'pockets' forward and 'flanks' behind.
cic-Death Valley
A valley filled with gold separates the teams. Any buildings constructed on the valley floor will receive additional damage. Designed for 2 equal teams.
cic-Dos Pilas*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward and piles (or pilas?!) of gold to either side.
cic-Himalaya
The mountains scattered across the map cannot be built upon, but armies must travel with care with care not to get caught out in the valleys.
cic-Lake Texcoco
Kind of like Ghost Lake crossed with Gold Rush. The gold in the centre is difficult to lock down due to the lack of building space, meaning teams will need to rely mainly on army for map control.
cic-Lombardia
Improved version with more resources distributed across the map to reward expansion, less extreme elevation, improved consistency of player start locations, and improved terrain mix with less snow.
cic-Machu Picchu*
Gold rush, but the gold is moved to a hill in the corner far from the teams. Players/teams that put too much focus on securing the gold risk leaving themselves undefended at home.
cic-Manchuria*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward. Teams will have to balance water control vs gold control on the flanks, as well as supporting the fight in the middle of the map.
cic-Paititi
Players only have a minimal amount of gold and stone close to their bases - the rest is collected in various key locations across the map. Players will have to reach out to secure control of these locations.
cic-Panama*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward and bodies of water to either side.
cic-Patagonia*
There are two bodies of water - a pond in the centre of the landmass, and a sea along one side of the map. The centre pond is better for map control, and easier to maintain control of once won, whereas the sea has better long-term fishing opportunities. Players/teams will have to decide which one is most important to control.
cic-Quagmire
The wood on this map resembles Hideout, but there are no starting walls and the swamp removes the possibility of walling to the sides.
cic-Team Acropolis
My version of the map updated for DE with improved consistency of player start locations, more extra resources distributed across the map, and use of DE terrains.
cic-Team Nomad
Love Nomad but hate towers? This map ensures that players will be somewhat close to their team, and on the opposite side of the map to the enemy.
cic-Team Land Nomad
What's that I hear... you don't like water either? Then this is the Nomad for you.
cic-Valley of the Kings
Teams are grouped together on opposite sides of the map as in Lombardia. However, they start with very little gold, and so will need to venture out to secure the large deposits of gold evenly distributed across the map. This map is also more open than Lombardia, making for an aggressive map that is especially recommended for team games.
I'll continue to update this with any maps I create in future as well. Any suggestions, feel free to post here.
A "*" denotes maps that use direct placement, and are only suitable for 2 equal teams. Use the inbuilt Team Positions feature to have player colour determine position - use odd vs even: [1 vs 2], [1,3 vs 2,4], [1,3,5 vs 2,4,6] & [1,3,5,7 vs 2,4,6,8].
Mod Page
cic-Adriatic*
A large body of water in the corner of the map, with players positioned around it. Expect to see simultaneous fighting on both land and water.
cic-Adriatic Islands*
Adriatic... with islands! These islands contain extra resources which make fighting for the water even more important.
cic-Anatolia*
Scandinavia with positions fixed so that both players/teams will be fighting for both bodies of water. Also has more extra resources scattered across the map, meaning players will have to balance land and water control.
cic-Arizona
Arabia variant, with more open bases, and more extra resources distributed across the whole map.
cic-Avalon*
Gold rush, but the gold is moved to an island in the corner far from the teams, surrounded by a marshy lake that cannot be build on. Players/teams that put too much focus on securing the gold risk leaving themselves undefended at home.
cic-Castile
"Most of the stone in Castille has already been quarried for its namesake castles..."
Players each start with a castle - however, there is no more stone on the map. They also lack a starting TC. Lose your Castle, and your king might have to go on the run... (regicide recommended). Teams start close together.
cic-Conjunction*
Similar to Far Out - teams line the bottom edges of the map, leaving a vast landscape the top of the map to be explored.
cic-Convex Arabia*
Uses HC3_Arabia as a base. With 6 or 8 players, teams will be placed in a convex placement with the 'pockets' forward and 'flanks' behind.
cic-Death Valley
A valley filled with gold separates the teams. Any buildings constructed on the valley floor will receive additional damage. Designed for 2 equal teams.
cic-Dos Pilas*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward and piles (or pilas?!) of gold to either side.
cic-Himalaya
The mountains scattered across the map cannot be built upon, but armies must travel with care with care not to get caught out in the valleys.
cic-Lake Texcoco
Kind of like Ghost Lake crossed with Gold Rush. The gold in the centre is difficult to lock down due to the lack of building space, meaning teams will need to rely mainly on army for map control.
cic-Lombardia
Improved version with more resources distributed across the map to reward expansion, less extreme elevation, improved consistency of player start locations, and improved terrain mix with less snow.
cic-Machu Picchu*
Gold rush, but the gold is moved to a hill in the corner far from the teams. Players/teams that put too much focus on securing the gold risk leaving themselves undefended at home.
cic-Manchuria*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward. Teams will have to balance water control vs gold control on the flanks, as well as supporting the fight in the middle of the map.
cic-Paititi
Players only have a minimal amount of gold and stone close to their bases - the rest is collected in various key locations across the map. Players will have to reach out to secure control of these locations.
cic-Panama*
Designed for 3v3/4v4, where teams will be placed in a convex arrangement with the 'pockets' forward and bodies of water to either side.
cic-Patagonia*
There are two bodies of water - a pond in the centre of the landmass, and a sea along one side of the map. The centre pond is better for map control, and easier to maintain control of once won, whereas the sea has better long-term fishing opportunities. Players/teams will have to decide which one is most important to control.
cic-Quagmire
The wood on this map resembles Hideout, but there are no starting walls and the swamp removes the possibility of walling to the sides.
cic-Team Acropolis
My version of the map updated for DE with improved consistency of player start locations, more extra resources distributed across the map, and use of DE terrains.
cic-Team Nomad
Love Nomad but hate towers? This map ensures that players will be somewhat close to their team, and on the opposite side of the map to the enemy.
cic-Team Land Nomad
What's that I hear... you don't like water either? Then this is the Nomad for you.
cic-Valley of the Kings
Teams are grouped together on opposite sides of the map as in Lombardia. However, they start with very little gold, and so will need to venture out to secure the large deposits of gold evenly distributed across the map. This map is also more open than Lombardia, making for an aggressive map that is especially recommended for team games.
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