Mad Random Map Pack

United StatesTheMadCADer

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Aug 14, 2013
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The WiC map-making contest gave me a nice hobby. So I thought I would give you all the benefit of my spare time...

I give you Mad Random. It is a collection of quite a few maps that I made. Some are more competitive than others, but all of them are fun to play as well as aesthetically pleasing. I have tested them as much as possible on my own, but there is always room for improvement. Feel free to give feedback as this is a work in progress.

As the number of maps in the collection increases, it becomes harder to keep track of everything. So I developed a tracking spreadsheet to keep track of everything for me. I highly recommend you to take a look at this if you are at all interested in Random Map Scripting. It greatly assists in the organization of large projects like this. More information regarding RM scripting can be found here.

I have implemented some graphical mods to improve the quality of the map's experience with use of unique terrains. You don't need this to be able to play the maps, but the maps will not look nearly as good as they're supposed to.

The best place to play these maps in multiplayer is on Voobly. See the link below for reference.

Notes:
This package includes several different variations of the overall map pack:
-Vanilla (V): Standard and compatible with UP 1.4
Requires UP 1.5
-Regicide (RE) and Deathmatch (DM): self-explanatory and useful when combining with King of the Hill game mode
-No Wall (NW): disables palisades and stone walls
-Allied Vision (AV): Reveals team LOS from the start of the game
-Classic Water (CW): Disables fire galleys and demolition rafts in Feudal age for WK (does not work when games start in the Feudal Age)
-No Cut (NC): disables cutting of trees for onagers and ballista elephants

Rock and Lava Terrains Direct Install
Terrains Full Conversion
Mad Random Maps and Terrains via Voobly Workshop

Visual Comparison:
Before

After

Before

After

Preview:

Aggression:

This map is designed for aggressive play. Players start relatively close together. Wood on the map is either to the front or the back, so it's nearly impossible to wall against your opponents. Players start with small gold piles next to their TC's. These are not enough to sustain archer production, but they can be useful for a large drush or early bloodlines in feudal age.

Amazonia:

A combination of Yucatan, Highland, and a little Black Forest. Players are in a dense forest with food resources identical to those of Yucatan. The Amazon River flows across the middle of the map separating teams. It is passable by both land and water units. Use open space wisely.

Ambush:

This map is designed around sneaking. Players are separated by thin lines of trees. This separation can give the illusion of safety. However, these trees are straggler trees, so players can palisade chop their way into enemy territory in an instant.

Aquapolis:

Basically Acropolis, but on the water. Players start out on islands that rise above the rest of the sea.

Aquifer(NEW):

The map is generally open. There are four ponds distributed throughout the map. These can give players a fish boost to economy and make walling a bit difficult.

Arctic Circle:

A huge sheet of ice separates teams(the kind ships can pass over). The big fish are in the deep water in the middle, but players can only dock in the shallow pools in the ice. Prepare for a chaotic blend of land and water armies.

Arena-ception:

There is space in the back of player bases just like normal arena, but the entire outside is connected. So players will have to attack and defend both their front and rear.

Atoll:

Like a connected Migration map. Water control is crucial as well as control of the center area.

Aurora:

There is a large lake on this map with an island in the center. The lake elevates higher as you go toward the middle and the island is filled with gold.

Badlands:

Players start in sandy pits. Players have lots of natureal food but cannot farm near town centers. Wood in the immediate area is scarce. More wood rests in the central pit. Players can expect to have scattered economies and endless raiding throughout the game.

Basin:

Similar to Canyon(see below), the lower wood is less abundant than the upper wood.

Battlefield:

A single, large trench is dug across the map. The trench have palisades along the edges. Players can capture these and use them as obstacles when micromanaging troops.

Blue Hole:

This is a water map. Players cannot dock along the edges of their own islands. They can only dock at the edge of the blue hole in the middle of the map. Players will need to rescue transports in order to reach this.

Bog:

Most of the lake here is shallow enough to walk across. Deeper pools contain a lot of fish. Players will have to balance their forces on land and water.

Black Gold Rush:
Regular:

Team Version:

Black Forest meets Gold Rush...what more can I say?
Team BGR has no choke points between teammates for less congested trade.

Black Lake:

Black forest kind of map which has a hill in the middle with a lake. This will incentivize early aggression for control of fish for an economy boost and a hill from which to push into enemy territory.

Bullzeye:

All the gold on the map is close to the shoreline. Water control is crucial here. Players cannot even attempt to regain water control with towers since all the stone on the maps is in the central island.

Caldera(NEW):

Players start on an elevated area. There is always wood in the back, but it is unlikely to be completely safe since players' bases are completely surrounded by rock.

Caldera Island:

All players start on the same large island. The surrounding water is full of fish. The caldera is in the center of the map. It is at a low elevation, so armies inside will be at a disadvantage. An effective strategy could be to lure your opponent into this death trap. A nomad version of this map is also available.

Canopy:

Nomad start. Players do not have enough starting wood to build a town center. All players start in the inside of the canopy. There are resources inside the canopy for players to use, but not enough to sustain everyone. Outside the canopy there are much more resources.

Canyon:

Players start at the bottom of the canyon. The wood in the canyon is scarce. Wood at the top of the canyon is more dense. This makes it easier to defend here. Walling the dense wood is easier, and you also guarantee yourself the high ground in the process.

Centroid:

The wood surrounding players in this map is sparse. There are two main bodies of water on the map. The one is on the outside contains fish. The one one the inside provides the only way to get to the majority of the wood on the map.

Chaos Pit:
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All players start stuck in the swampy jungle. There is no gold in the jungle nor is there room for booming. Players will have to cut their way out of the jungle for gold and space.

Chaos Valley:

Players start with no gold accessible to be mined. Players will have to make due with trash and towers during the start of the game. All the extra resources are in the middle of the map. Players will have to chop their way into the valley to fight for these.

Chasm:

Like Highland, but higher...much higher. Players are separated by team. The chasm runs down the middle of the map, so it will be an uphill struggle to push into enemy territory.

Civil War:
Regular:

Nomad:

Players start in a ruined city with remnants of food and wood, but not much else. Extra resources are on the outskirts, separated by a shallow river with some fish. The nomad version of the map has a deeper lake and a starting transport ship.

Cluster:
Regular:

This map is fairly open for the most part. Small pools of water contain some fish which players can use to boost their economies. The majority of the wood is in a centralized spot. There is not much surface area here, so players can expect it to become crowded very quickly.

Combat Ring:

The two big wood sources on the map are towards the inside which is more efficient, and the outside which blocks the way to the extra gold and stone on the map.

Confluence:

All players are separated by a shallow river. Double starting TCs and towers help players secure their own section of map.

Coniferous:

There are three discrete bodies of water on the map. Two are along the edges, and one is in the middle. The forests here are thick and make for easy walling, so water control is important.

Coral Reef:

Water map. Players start on individual islands. The reef is an obstacle in the middle. Players will be chasing each other around and around.

Cornucopia:

There are no boars for players on this map. The middle of the map contains lots of deer as well as shore fish. Players can reinforce their position in the middle with ships, but that can be a large investment and leave home bases vulnerable.

Countryside:

Players all have their own sections of land that are covered in farms. Players will have to remove farms to build a proper base, but the farms that remain can help track enemy movements.

Cove:

Players start out relatively close together and close to the central water. Control of this water is a huge advantage, but the close proximity to opponents makes everyone vulnerable to land attacks.

Crater:

There is no gold for players to mine near their bases. Early aggression will be seen in the form of trash and towers. All the gold on the map is in the middle surrounded by a slope of beach which can't be built on.

Crescent:

A very mixed type of map where teams are connected at one flank and separated by water on the other. Water control is important, but the rocky slopes past the beach can make landings from the water difficult.

Criss Cross:

Similar to cross with extra lakes for more fishing opportunities.

Crop Circles:

It looks like some aliens plowed a bunch of paths across your fields. Oh well, I guess that makes it easier to reach you opponents this way. Food resources here include double sheep, no boars, and no deer.

Cross:

This map has four lakes in each of the corners of the map. The fish here provide an economy boost. The game gets interesting later on when players have to decide between "safe" trade and "good trade". The map Criss Cross is similar, it just has five more lakes in obvious positions.

Dead Sea:

This is a water map without any fish. Players who make docks in the water won't get a return on investment economically, but water is still useful for map control. Players could transport past enemy walls, use demo ships to blow up enemy armies that walk along the beach, or use galleys to control the resources close to the shore.

Deadly Forest:

Players start in a dense forest with several openings. Many deer are in the middle of the map. Trading on this map can prove difficult. Conserve gold and prepare for trash.

Desert Ridge:

Nomad start. Players will need to start their bases on the outskirts where the food and wood are, but they will eventually need to control the central ridge where the gold and stone are.

Double Arena:

It is impossible to create two sets of walls per player, and there's not much room on the map for it anyway. This version of Arena has two TC's in the same walls with double starting objects.

Drought:

Only half the normal food resources are present on this map. However, players start out with extra wood and stone to compensate for this. Getting a good build order here can be a great advantage.

Dry River:

A dry river separates teams creating a neutral area in terms of map control. There are farms scattered across the map. These can save players substantial wood if they are willing to risk exposing their villagers.

Dunes:

The area around players' bases slopes steadily upwards. Booming will be difficult. Aggressive play style should be expected.

Ensnared Arena:

This arena has only a thin layer of trees between players and the outside. Players will cut out eventually and either harass your opponent's wood or start trading with your team.

Epicenter:

There is a ring of gold and stome that surrounds the water in the middle. This area is extremely important. Players who control it will be able to use ships to spread out and surround the rest of the map.

Erosion:

Players start on hills that elevate gradually from the rest of the map. The wood on the hills is sparse. More resources are in the lowlands.

Excavated Arena:

Players start with their walled bases on elevated ground. The rest of the arena is lower. There are lots of mineral resources throughout the map. There are also trapped petards which players can free and use to their advantage.

Excavation:

Land map where a rocky border surrounds players. Walling large sections of the map will be difficult. There are many gold mines on the map as well as stone mines. However, the stone on the map is stuck in the forests so players will have to chop wood in order to access stone later on. This prevents tower rushing from being a viable strategy in the early game.

Fjords:

Players start separated from each other by fjords, but teams are connected. The fjords are much lower than player lands and contain much fish.

Flooded Beaches:

Teams start on separate islands. The beaches on these islands are flooded allowing docks to be placed either forward for better fishing or backward for better protection since beach terrain can be walled.

Flooded Cross:

There is water in all four corners on the map, and these corners are all interconnected so ships can pass from one lake to another.

Floodplains:

Players start close together near a large, shared wood patch. The main source of food on this map is from shore fish in the surrounding puddles.

Fortified Islands:

Map is quite like islands, but quite different as well. Islands are fortified with walls and towers. Players will think twice about grushing fishes that have cover fire from towers, and landings are impossible without first seiging the walls.

Freezelands:

Based off Badlands (see above). Players start in pits of ice, so no buildings or walls can be placed there.

Frozen Fjords:

Much like the normal fjords map, but the water has frozen over. This gives all players access to one another. Marlins live in small pools in the ice. They have been substantially boosted to be worth docking

Golden Atoll:

Players have islands that are connected by shallows. They have stone on their islands but no gold. All the gold is in the central island.

Golden Cross:

Cross has been re-fitted to hold massive amounts of gold in the corners. Prepare for large and gold-intensive battles.

Golden Ghost:

Ghost Lake meets Gold Rush. Ships can travel across the ice.

Golden Gorge:

Player lands here are elevated. Most of the gold on the map is in the lower gorge in the middle. Most of the gorge is surrounded by rocks, the only entrances in are at the edges and far from players. When trying to control either area, it can be very easy to be caught out and have nowhere to run.

Golden Hill Arena:

Pretty self explanatory. This arena has a hill full of gold in the middle. Aggressive play style is imperative.

Gorge:

Players have much gold in their lands, but no stone. All the stone on the map is in the gorge below. The elevation deficit and rocky slopes make it quite vulnerable throughout the game.

Great Wall:

The great wall separated teams. Each team controls one side. You never know when your enemy will begin to push you...pray you are prepared when it happens.

Hawaii:

Nomad map where players start on a small island and will need to transport to the larger island for resources and space. There is still considerable gold on the starting islands, so water control is important here.

Hidden Ponds:

The water on this map is separated from the players by a thin line of trees. It will be a while before this becomes accessible, and depending on the game's situation, the investment needed to control the water may not be so easy.

Himalayas:

Players start with no TC. Teams are together in the lowlands. Gold is in a centralized spot in the middle of the map. Stone is scattered throughout the mountains.

Hispaniola:

An clump of trees separates teams' islands. It is easy to wall the chokepoints to put the focus on the water. There is always the possibility of transporting across the water. In addition, the tree line in the middle is thin and players who over-invest in the water may be late to access all the gold that rests inside the trees.


Hydroplains:

Nomad map where water surrounds the map and several smaller, separate lakes are also present. Shallows make walling difficult, so early aggression on the land can be effective.

Ice Caps:

The evil twin of Shoals(see below). The sea is covered with ice, which makes it mush harder to maneuver. Players strategical skills will be tested as the try and utilize the many choke-points in the water.

Ice Mound:

Players are separated by team and rest at the base of a melting glacier. Players can fish on the outside. Walling is pretty much impossible. The top of the glacier is the ideal place to push your opponents. But you can't reinforce your position with castles or bombard towers.

Impact:

Player lands on this map are elevated with sparse wood. Some fish can be found in the shallows below. The bigger source of wood on the map is in the middle and very exposed.

Inferno:

A thin line of trees separates teams for the most part. A large, rocky pit with lava provides the only crossing into enemy territory.

Insiders

There is a pool of water in the middle isolated from the rest of the map. Each player has two villagers that can access it from the start of the game.

Irrigation:

Players' bases are surrounded by a ring of shallows which makes walling incredibly difficult. There are no boars on this map, but the middle of the map contains many farms that players can capture. These farms can provide a free but slow and exposed source of food as well as crucial map visibility.

Island Cities:

Simple map concept. Team islands with a double TC start. Players have towers that cover much of their lands. Early landing to your opponents island is hard, so the water battle is a much more likely strategy.

Island Coves:

Teams start close together on the same island. Most of the island is surrounded by rocks. This makes it difficult to get landed by opponents but also makes it difficult to recover if the water fight goes poorly. Players can gain an advantage by transporting across the rest of the map. Building docks on the shoals can improve fishing efficiency and help conserve precious wood. The central island contains gold, stone, and relics which can be crucial for the late game.

Isolated Rivers:

There are two rivers on this map divided by a strip of land. Each team's river is not accesible to the other team's river by the water. Shallows connect lands so land units can cross anywhere.

Jaguar Den:

There is a large pit in the middle of this map that is full of jaguars. These jaguars contain 100 food each. Players start with a spearman instead of a scout. Players can lure jaguars in either to help their economies or hurt their opponents'.

Jungle Swamp:

Similar to Oasis, the majority of the wood is in the middle. However, there are small spaces throughout the oasis making the inside water accessible for fishing. There are cliffs scattered across the map that can assist with walling. There are also shallows across the map that prohibit walling.

Kingless Hill:

Players start in a palisade fortress at the foot of a large hill. The hill is not loaded with resources, it is simply there to gain military advantake when pushing your opponents.

Lagoon:

Shallows separate all players. Fishing on this map is not plentiful, but control of the water is useful all the same.

Lake Fortress:

Players start in a fortress with the rest of their teammates. Walls cover the land to the back, but the fortresses are open to the lake.

Landslide:

Similar to Homeland from Ultrarandom. Teams are separated by a thick forest. There are crossings through the forest, but those crossings are cluttered with stone piles. These stone piles contain only 25 resources, so players can quickly mine their way into enemy territory.

Lava Lakes:

Players start relatively close together. Rushing will be easy. There are four lava lakes along the edges of the map. The corners are the place to go if players want to boom, but trade routes will likely be setup in the corners as well. It is extremely difficult to wall against the lakes. Players can expect to raid and be raided all game long.

Levee:

The middle of the map is water. Each team has a wall on their side of the water for protection. If the walls are breached, enemy ships can penetrate farther inland.

Loch Ness:

The lake in the middle is lower then the surrounding land. Defending docks with towers and castles is easier. The surrounding forest is quite dense making it hard to maneuver land armies. The Loch Ness Monster is hiding somewhere in the lake...if you find it, it will help you.

Maelstrom:

There is a large pool of water in the middle of the map. The water itself slopes downward giving the elevation advantage toward the edges.

Mangrove Swamp:

There are only shore fish on this map as far as water resources go, but there are large quantities to be fished making water control important. Weaving in and out of the trees in the swamp will be an interesting challenge for players.

Marooned:

This is a nomad map. Players start with villagers in one location. Food income will primarily come from fishing. The majority of the gold and stone on the map is in the middle. Players start out with five relics each.

Marsh Pit:

Based off Chaos Pit(see above). Players are closed in a small area without gold. A large pool of fish can fuel a strong feudal army before cutting out and accessing gold.

Melting Fjords:

Much like the normal fjords map, but all lands are connected by patches of ice. These patches isolate individual water bodies for a different balance between land and water armies.

Mineral Ring:

The hill in the middle map is traversable by both land and water units. It is surrounded by all the extra gold and stone on the map.

Molten Moats:

Teams start together on this map surrounded by molten moats. These moats are only accessible from the front and cannot be walled easily. Early aggression could keep opponents trapped inside their bases and isolated from the rest of the map.

Mount Fuji:

Players start at the base of the mountain. There are small puddles in the lowlands that inhibit trade routes and provide fishing opportunities. The slopes of the mountain contain much gold and stone. The slopes are difficult to build on, but the summit is easier.

Mountain Hideout(NEW):

A reverse-arena type of map. The early game will be lacking in aspects usually typical for arena, namely stone and relics. These are stuck inside the mountain and won't be accessible until the late game.

Mountainside:

All of the stone and relics are on an elevated portion of the map in the center. It pays off in the long run, but be sure not to neglect your base at home.

Nomad-ception:

For the first part of the game, the inside and outside of the map are separated by trees. Players start with no TC, but with villagers on both parts of the map. The outside has more resources, but they are more spread out. The inside resources are more accesible, but there is nowhere to run if you are overwhelmed by opponents. Players can also use the villagers on the alternate side of the map to harass opponents from the early game onwards.

Nomad Cross:

A nomad version of Cross. The nomad aspect of the map makes it easier for players to sneak docks into an opposing lake to harass water economy.

Nomad Fortress:

Nomad map. Players start with villagers outside of a walled area. The fortress contains a market, barracks, and a few houses. Players can trade and/or tribute resources from the start of the game based on the situation.

Nomad Gorge:

Messy map. Players start with no TC and with villagers on the slopes of the gorge. Food is plentiful in the gorge. Wood is plentiful on the highlands. There is no gold to mine on the map. Players will have to use trade and relics to sustain themselves. Players will be fighting for the entire gorge for the entire game, since the gorge is the only feasible area to have a trade route.

Nomad Islands:
Regular:

Large Version:

There are as many islands on the map as there are players in the game. Players have villagers scattered across all the islands as well as transport ships to do island hopping in the early game.
The normal version has as many islands as there are players. The large version has as many islands as there are teams.

Nomad Migration:

Players start with a small base on a small island and will be able to use what they have to gain presence on the map.

Nomad Oasis:

Nomad Map. There is space for TC's in the oasis. Water control is important for resources and protection near the center. There are plenty of resources outside the oasis as well.

Nomad Shores:

Similar to Shorelands, but a nomad version.

Nomadlands:

Players start with villagers outside a rocky pit with plenty of fish. This fish can be a good source of food, but also vulnerable.

Nomadtacama:

Players start with villagers around small bases. The majority of the area is sparse in terms of food and wood. The best place to get those resources is in the middle. Players who go there will have to walk farther to get TC's up as well as have their operations visible to everyone else.

Oases Bases:

On this map, players start surrounded by an oasis that can be crossed by land units and also contains shore fish. Players will have wood exposed but have gold very close by. Building war ships in your oasis can repel enemy attacks if used properly.

Oasis Arena:

There is wood along the borders of the map just like any other arena, but this will be rather inefficient due to the long walking distance required to chop there. The best place to get wood is in the middle.

Oasis Island:

Similar to Oasis, the majority of the wood is in the middle of the map. However, the wood is on an island surrounded by water. So water control on this map becomes that much more important.

Outback:

Similar to Arabia but with a twist. All the boars are in the middle of the map, and players will have to take these since there are no deer on the map. Players can test their luring skills to the extreme!

Pacific Beach:

All players are on the same small island. Players have extra starting wood but no boars. Water control will play an important role here. Players should also be careful of the middle of the island due to the increased density of jaguars.

Plateau:

All players start on the same elevated potion of the map in the middle. There is not much wood on the plateau. Being aggressive can be difficult, but effective. The majority of the resources are in the lowlands around the plateau.

Pondarena:
Regular:

Team Version:

Arena with a pond in the middle. Map control is important. The team version of the map has all teammates close together in a collective wall.

Precipice:

All of the gold and stone on the map are in the hill in the middle. Players have their starting villagers on the hill. Players can choose to hinder their starting economies in favor of securing the middle of the map.

Proximity:

Players start with TCs very close to a central forest. There are only a few layers of trees that need to be cut before players can access the water inside. Players can use this water to boost their own economies or harass their opponents'.

Puddle Forest:

Black Forest-ish map. There are puddles that provide access to other players through the woods. They are easy to wall, but players can utilize the water for other purposes.

Pyrenees:

Teams start on opposite sides of a thick wall of trees. These trees extend up until the rocky border of the map. This border cannot be walled, so it will be difficult for players to be completely safe throughout the game.

Quarry:

Players start inside the quarry. The wood in the quarry is sparse, more wood is along the border. There are lots of mineral resources in the quarry, as well as stranded mine workers with explosives.

Ravines:

Closed and chaotic map. Player lands are compressed into a small area and elevated. Ravines separate players from each other and the wood border around the map. Units can walk on these.

Reef:

Players start surrounded by water No walling is possible around the edges. The majority of the wood is in the center.

Reef Ring:

Both the middle and outside of the map are unwallable. Players who attempt to wall themselves will be isolated from the benefits of water control.

Relic Borders:
Open:

Closed:

Based off Relic Ridge as you will see below, but the opposite. Relics on this map are on the outer borders separated from players by trees. The gold on this map will fuel endless fighting. There is an open and closed version of this map as the screenshots show.

Relic Fortress(NEW):

Nomad map where players start with fortress, market, monastery, and monk. There are substantial amounts of relics on the map. Players can choose to be safe and build inside the fortress, using the market to balance out relic gold. Players could also choose to build outside the fortress for more resources while also risking conversion by enemy monks.

Relic Ridge:
Open Version:

Closed Version:

Many, many relics are on this map. However, players cannot get to them at first as they are surrounded by trees. This map has two versions. In the open version, all players have access to each other. In the closed version, teams are separated by a line of trees.

Ring Nomad:

All players start with villagers on a small central island. Players can transport to the outer ring as well for access to more resources.

Ring Nomadception:

Like ring nomad, but players have two sets of villagers. One on the inside and one on the outside. The inside and outside are separated by water and land units cannot cross between.

Ripple:

The water version of Ambush (see above) players are separated by thin lines of water that do not extend to the border of the map. Shore fish can be gathered from the thin rivers. Big fish can be found in the middle.

Rival Cities:

All teammates begin together in the same city surrounded by walls. A river gorge runs down the middle of the map. This gorge contains all the extra mineral resources on the map.

River Nile:

Nomad map. Players start with villagers on the edge of their own side of the river, but they start with a transport so they don't necessarily need to start there.

Rocky Ghost Lake:

Ghost lake with much more cliffs. It is easy to wall the sides, so action will be forced onto the small lake in the middle. Lots of relics compensate for bad trade.

Rocky Gold Rush:

Gold rush with more cliffs. Its easy to wall yourself out of important resources.

Rocky Oasis:

Oasis with more cliffs. Lots of relics compensate for bad trade.

Rocky Pond:

Mongolia with a pond in the middle. Lots of relics compensate for bad trade.

Ruined Arena:

There is no extra gold or stone for players to use here. The map has many relics that players will need to gather to compensate. There are also a few hills and obstacles on the map to make maneuvering units more interesting.

Ruins:

The map is based on a ruined city. A lot of embellishment items on the map can assist players if they want to wall. Players start with a castle, so early aggression will be difficult.

Sahara:

A blend between Arabia and Ghost Lake. The map has lots of open space for rushing. The desert is in the middle of the map. This creates a "no-man's-land" without any constrained expansion. There is no stone on this map, but lots of starting gold. Be wise and timely with your use of the market.

Sand Pit:

All players start close to each other in the central pit. Players' resources will likely be disputed throughout the game. Players cannot farm near their starting TC's, but there is a an abundance of natural food available.

Savanna:

Players start closer together than normal. Players have scarce wood and no boars near their starting areas. Better wood is on the outside. Lots of deer are in the middle. Players economies will shift locations throughout the game.

Sealed Cross:

There are volcanoes on this map in the corners which makes these areas inaccessible for players except for the hill advantage in some battles.

Serpentine:

Similar to Scandinavia, there are two separate lakes on the edges of the map. But these lakes can be connected by strips of beach terrain. These strips can be walled.

Shallow Web:

The more potent trade on this map is on the water. Players can walk along the shallows to place docks on the edges of the map.

Shoals:

Islands-like map, but teams are connected by shoals. This makes trading feasible here, but the shoals are extremely vulnerable, so water control remains critical for the duration of the game. Shoals are also present throughout the rest of the sea. This provides a double-benefit. Players can dock these to improve fishing efficiency, they can also dock there to gain better reinforcement point when pushing on opposing islands.

Siberia:

Players have no berries or deer close to their bases. These resources reside in the middle of the map. Players are separated from everything by ice which makes walling more costly.

Silk Road:

The Silk Road runs down the middle of the map. There are all kinds of interesting things to be found on the road. Most importantly, the excess gold on the road will be a major point of interest as the game progresses.

Sonora:

Open map. Players start with two scouts and outposts surrounding their bases. No boars are on this map, but there are more deer.

Stone Cross:

Cross has been re-fitted for stone in all four corners.

Stonehenge:

The middle of the map is separated from players by stone piles. Players who mine through the stone can access the middle. There are many relics in the middle, and players who capture this area will have a very defensible position controlling the high ground and narrow choke points.

Swallet:

The forest around here is dense. The land steadily slopes downward to a central pool. Walling is easy everywhere except the pool.

Swamp Ring:

Players start in a small, enclosed ring of shallows. Water units would be very powerful in this situation; however, there is no gold to be mined until players cut the outer ring of trees to access the outside.

Syrian Steppe:

This is a very open, relatively flat map where wood is concentrated in oases that are always far from the players. Other resources are sparsely distributed. Mobility will be critical when descerning where to fight.

Terrace(NEW):

Players town centers are surrounded by wood. The outside area is connected, and players have there starting villagers spawning here.

Territorial:

Map is like Arabia with more hills and no cliffs. There are Gaia outposts throughout the map. Players can use these to gain visibility throughout the game. Players start with three scouts and two spears. This makes meso-civs extremely deadly early on. However, the lack of gold on this map will force an early trash war, where meso-civs will be at a disadvantage.

Territorial Arena:

This is an early aggression type of arena. Players have only palisade walls surrounding their bases. There are no boars on the map for players to hunt, but there are large amounts of deer outside the walls. There are gaia outposts scattered across the hills for players to capture and gain visibility.

Thicket(NEW):

There are thick clumps of trees on both edges of the map. Players all start close together in the center which is more open. There are numerous relics in the forest to compensate for lack of extra gold piles on the map.

Tidepool:

Players all have their own hill as a base. The slopes of the hill are rocky, and the beach beyond leaves water in both the ouside and the middle. These slopes can make defending more difficult both on land and water.

Tree Forts:

Deceptively aggressive map. Players who choose to boom inside their forts will be hard-pressed to have safe wood.

Typhoon:

This map will require players to focus in multiple areas at the same time. Players start farily close together in the middle of the map close to all the gold on the map. A ring of water surrounds players which will be essential for food economy since there is little space for building in the middle. Past the water is the outside land where all the stone on the map is as well as space for expansion.

Underworld:

All players are separated by rivers of lava. Rocky crossings that connect players cannot be walled. Wood is sparse everywhere except the middle of the map.

Valley Fort:

Teams start inside walled bases. There is little starting food in these bases. Lots more food is in the valley that separates the teams.

Valley of Kings:

Players start out overlooking The Valley of Kings. The Valley contains all the extra gold, stone, and relics on the map. The Valley also has lost kings that you can find.This doesn't mean much in a normal game. Here a king is no different from a glorified sheep scout...and you can't even eat it! But in regicide games, an extra king might just save your butt, since there will be no starting castles in regicide games.

Vinlandsaga:

Reverse Ghost Lake? Oh yes I did! Players start out with only a small patch of build-able terrain around them. Beyond that is ice. All the important things are in the middle of the map.

Volcanic Ring:

Both the middle and outside of the map are unwallable. Players who attempt to wall themselves will be pressed for space.

Volcano:

Players start surrounded by lava. No walling is possible around the edges. The majority of the wood is in the center.

Wet Web:

Players start on the same island. Fishing is not the best, but is still beneficial. Players who transport villagers to the edges of the map can build docks to trade on the water which will be invulnerable from the land.

Wooden Cross:

Cross re-fitted to contain wood in the corners...pretty self-explanatory.

Yukon:

All players start near the center of the map. Players have no TC to start with, but have two sheep and a hunting wolf in their possession. The wolf is not to be used recklessly since it dies quickly to buildings. Large amounts of deer are in the middle of the map. This is the only natural food source for players, and they need to fight for it.

To install, copy the contents of the "random" folder into the following directory:
For AoC: C:\Program Files (x86)\Microsoft Games\Age of Empires II\Random
For WK(Offline): C:\Program Files (x86)\Microsoft Games\Age of Empires II\Games\WololoKingdoms\Script.Rm
For WK(Voobly): C:\Program Files (x86)\Microsoft Games\Age of Empires II\Voobly Mods\AOC\Data Mods\WololoKingdoms\Script.Rm
 

Attachments

Last edited:

ArgentinaImRiver

Champion
Jul 22, 2012
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www.taringa.net
Voobly
Riverplation
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364
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289
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-2
#5
Re: Introducing Mad Random

so many good maps! I really like the idea of Relic Ridge. It sounds awesome. Defnitly going to test it :smile:

Thxxx
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#8
Re: Mad Random + Rock Terrain for AoC

Updated post. Two more maps have been added(see original post).
-Territorial
-Black Gold Rush

Fixed miscellaneous bugs and balance issues.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#9
Re: Mad Random + Rock Terrain for AoC

Added two more maps:
-Countryside
-Ruins

Took new screenshots without pussywood
Fixed miscellaneous bugs and balance issues.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#10
Re: Mad Random + Rock Terrain for AoC

Updated post

New Maps:
-Great Wall
-Outback
-Himalayas
-Loch Ness
-Sahara(2.0)

Fixed bugs and balance issues as usual.
 

NorwayHJFE

Known Member
Aug 22, 2011
369
157
48
27
Norway
www.aoczone.net
#11
Re: Mad Random + Rock Terrain for AoC

TheMadCADer said:
Updated post

New Maps:
-Great Wall
-Outback
-Himalayas
-Loch Ness
-Sahara(2.0)

Fixed bugs and balance issues as usual.
Hi MadCADer, I tried your newest version just now. Correct me if i'm wrong but your "PACKD" which has a 20% chance to get selected doesn't work on my PC. Try to check that out, see if there are any errors in PACKD. You are doing great by the way. Sincerely HJ.

Edit: When I changed start_random PACKD percent_chance to 100% it only spawns the same map over and over again. Can you confirm this?
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#12
Re: Mad Random + Rock Terrain for AoC

Thanks for telling me. I don't know what the issue was, but I restructured the script and PACK D now looks like it's working properly.

The original post has been updated.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#14
Re: Mad Random + Rock Terrain for AoC

Updated post. New maps include:
-Silk Road
-Cluster
-Rival Cities
-Yukon

Fixed the usual bugs and balance issues.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#15
Re: Mad Random + Rock Terrain for AoC

The usual round of updates

New maps:
-Golden Ghost
-Pondarena
-Battlefield
-Chaos Pit
 

Norway_PkZ_

Administrator
Staff member
May 10, 2008
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#16
Re: Mad Random + Rock Terrain for AoC

I've always wondered how you make those full size images of a map. Is that a secret?
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#19
Re: Mad Random + Rock Terrain for AoC

Jungle Swamp and Amazonia have been remade. I didn't like them...sorry if you did, but I find these to be better.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#20
Re: Mad Random + Rock Terrain for AoC

Chaos Pit has been updated.

Primary turkeys are now as close to town centers as villagers are. A three tile spacing has been set between the border wood and inside wood(2 tiles for lumber camp, 1 for walking villagers).
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#21
Re: Mad Random + Rock Terrain for AoC

Well, this is a sizable update. Here I have focused on new map concepts as well as expanding on the variation of existing maps.

Stone Cross
Coral Reef
Pacific Beach
Golden Cross
Canyon
Wooden Cross
Dry Cross
Sealed Cross
Sealed Plateau
Forest Road
Stone Pit
Relic Borders Open
Relic Borders Closed
Crop Circles
Shoals
Ice Caps
Fortified Islands
Civil Nomads
Civil War
Basin
Flav-A-Rabia

As always, feedback is more than welcome.
 

United StatesTheMadCADer

Active Member
Aug 14, 2013
168
41
43
#24
Re: Mad Random + Rock Terrain for AoC

Small updates, bug fixes, and remakes.

I replaced the usual .txt description file with a more detailed Excel spreadsheet. I recommend taking a look at this if you are at all interested in RM scripting. It greatly helps me with keeping everything organized as this project expands.
 

NorwayHJFE

Known Member
Aug 22, 2011
369
157
48
27
Norway
www.aoczone.net
#25
Re: Mad Random + Rock Terrain for AoC

Very Nice MadCADer :smile: ! I like the idea behind Excel spreadsheet. Furthermore, this map pack is brilliant. I like your map ideas a lot, they are very original! Good luck with this project.
 

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