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Mad Random Map Pack

  • Thread starter United StatesTheMadCADer
  • Start date Mar 1, 2014
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TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
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Aug 14, 2013
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  • Mar 1, 2014
  • #1
Download standalone here or download the Mod for Definitive Edition

To install the standalone, copy the contents of the "random-map-scripts" folder and the "xs" folder into the same folders in the following directory:
C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\resources\_common

*The exact path may differ depending on your game install directory


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.

Maps are supported to be compatible with Definitive Edition only.

I implemented some terrain graphics to make the maps more interesting. You can download lava terrains for Definitive Edition as well. This is purely a graphical mod. It has no impact on gameplay.

The overall map pack has configurable settings. DEBUG will make it so a specific map get selected instead of it being random. REBALANCED will enable balance changes. See the map file for specific balance changes.
1620505596274.png


Preview:









ACROPOLAKES:
Similar to Team Acopolis, but there are lakes throughout the map that are large enough to fish from. Lakes can provide some choke points where water units can support fights. The lakes can't be used to help wall though, so the map is still very open to raiding throughout the game

AKATOR:
Relatively closed map with a river dividing teams. The river is not dockable, so only land units can be used. Legends tell of sacred relics somewhere in the jungle.

ALPINE_HEIGHTS:
There is wood around the border of the map. Besides that, the map is very open. Players have no berries but three deer patches. These can provide an economy boost but can be difficult to defend.

ALPS:
The forest in the mountains is quite dense and can make it a bit difficult for units to maneuver. Players have a small area of flat land near them which they can use to boom, but eventually they will need to go to the mountains to get wood which will be harder to defend.

ALTAI:
Players start close together in between a mountain pass. Walling against early aggression should not be difficult. The flanks will become more important as the game goes on in order to contest trade. Neutral markets are present in the corners which allows trade in 1v1s also.

AMAZONIA:
A combination of Yucatan, Highland, and 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.

ANCIENT_SPIRES:
A few pools of water are scattered across the map, providing players with some fishing opportunities. Besides that, the map has many rocky spires which can make it a bit awkward to maneuver units.

ANDES:
Teams start on opposing sides of the Andes Mountains. Resource near the players are normal, but the extra gold and stone is in the mountains.

APENNINE:
Two bodies of water occupy the sides of the map. A mountain is in the middle that can give a hill advantage but also make walling harder.

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

AQUIFER:
The map is quite open. There is a ring of water in the middle. This provides some fishing opportunities and makes walling more difficult.

ARCTIC_CIRCLE:
Players are in a circle with melting ice on the inside and outside. Fish can be found in the ice and docks can be placed anywhere on the ice as well. Players can take fish with either ships or villagers, but the ice cannot be walled so taking the fish can be risky.

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.

ASCENTRING:
Players start on a high plateau with sparse wood. The wood in the surrounding lowlands is very dense, which incidentally makes booming harder. It may be beneficial to forgo economy investment and maintain aggression on the high ground.

ATOLL:
Like a connected Migration map. Water control is crucial as well as control of the center area. Shallows surrounding islands make walling more difficult and land aggression more viable.

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 natural 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:
Players start in a basin with sparse wood. More wood is on the outside of the map which is separated from the players by rock terrain. A small pond in the middle of the map contains some fish as well. Walling the map is not easy though. Players will need to be careful where to invest their attention.

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.

BERMUDA:
On this map, players will share an island with one opponent. Water control is essential due to the ability to control the additional central island that contains much needed gold. Though land aggression can be decisive as well.

BLACK_GOLD_RUSH:
Black Forest meets Gold Rush...what more can I say?

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.

BLUE_HOLE:
Islands type of map that is devoid of fish everywhere except the blue hole in the middle. Players start with a transport ship so they can get to the fish and/or enemy islands early on.

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.

BULLZEYE:
Players have no stone in the immediate area. All the stone on the map is located in the middle of a shallow lake. Controlling the lake can be beneficial for this reason even if there isn't much fish for the long game.

CALDERA:
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.

CAMBRIA:
A large central wood clump will drive players through the flanks on the map. On the flanks between each player is a very defensible hill where stone and relics can be found. Controlling these hills can be crucial in controlling the rest of the map.

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

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.

CHUTES:
Players have no gold near their bases. Gold is in the chutes which are separated from players by rock. This makes it very hard to be safe from raiding.

CITY_ESCAPE:
All players start stuck inside a walled city. It may be a heavy investment to break down the walls. Players may be able to stake their claim on the outside earlier if they transport out by way of the river or siege tower hop over the walls.

CITY_SIEGE:
Players start surrounding a walled city with a force of 10 men at arms and a siege tower. Players can use this force to infiltrate the city and gain control of monuments that will provide a resource trickle, or they can harass opponents on the outskirts and gain map control there.

CIVIL_NOMADS:
The nomad version of Civil War. The river is deeper and players start with a transport ship.

CIVIL_WAR:
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.

CLOVER:
Players start surrounding a central forest. There is a lake on the edge of the forest between each player, and another bigger lake in the middle. Small chokepoints provide players access to the water.

CLUSTER:
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.

COMBAT_RING:
Players start inside a ring of trees. The walls of trees will be chopped through eventually and open up the map for more options with more space and resources.

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.

CORNUCOPIA:
Lots of shore fish are in the middle of the map. Players will have to be conscious about how much to invest into this area. The map is very open and home bases can become very exposed.

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:
There's a big lake in the middle of the map which is surrounded by rocks. This makes it impossible to wall villagers building docks and to build fortifications in range of the water. These aspects make it incredibly difficult to recover water if it is lost. However, land aggression is not to be underestimated here. The only defensible position on the land is on top of the players' acropolis. The majority of the wood is off the acropolis and is very 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.

CREVASSE:
This is a gold rush type of map. The majority of the gold on the map is in the crevasse in the middle. This can be easy to wall off, but quite difficult to reinforce since the middle does not have much space for fortifications or production buildings.

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.

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.

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.

DEATH_VALLEY:
A cross between Team Acropolis and Bedouins. The high ground is easily defensible and contains much gold and stone and relics. The lowlands contain much more wood and shore fish for food.

DECIDUOUS:
The forest on the map is dense. A shallow river connects all players which players can use for some fish or for some warships to gain map control.

DELUGE:
Nomad map where players start near a river. They can fish in the river if they can defend themselves. The river is at a low elevation and surrounded by unbuildable terrain. Defending may not be so easy.

DESERT_BARA:
Players have two bases separated by a ring of trees. All the stone on the map is on the outside, and all the extra gold is on the inside. Players will have to balance their forces on both sides until they can unite after the trees are cut.

DESERT_CROSS:
Wood on this map is concentrated in the corners and in the center of the map. The rest of the map is very open. Players will eventually shop through the wood to open the water for use, either for additional food economy or for controlling the wood that remains.

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:
This version of Arena has two TC's in a double layer wall with double starting objects.

DROUGHT:
Players have little food near their bases. Zebras and fish can be found in the valleys in between players. Walling small sections of the map is not difficult, but the valleys cannot be walled.

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.

ENEMY_ISLANDS:
Similar to the special map, but much more versatile. Players will always be adjacent to one enemy, enemies will share both islands from the start of the game. Players will have to attack and defend from multiple angles throughout the game.

EPICENTER:
There is a ring of gold and stone 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.

EVAPORATION:
Close-quarters map where most of the wood is on the border, separated by rocks. Pools of water in between players can provide some fishing opportunities, but the investment may be costly due to how hard it is to be safe on land.

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.

EXPANSE:
Players start in a palisade fort with some resources close to them. There are extra resources of all kinds throughout the map in abundance. Players will always be able to fight as long as they expand across the map.

EYELETS:
Nomad map where players have a private lake that they can use to boost their economy.

FISSURE:
Four rocky plateaus contain the majority of wood on the map. Many relics can be found in the middle.

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_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 mostly closed off from the rest of the map by trees. Walling is easy, but it comes at the expense of lots of free food in the form of shore fish.

FREEZELANDS:
Nomad map where players start surrounding a pool of fish that can be used to speed the start up. As the game evolves, players will not be able to reinforce hills with fortifications as the elevated terrain is unbuildable.

FRENCH_PASS:
Teams start on the outside of a mountain pass. Early aggression can be difficult due to the long rush distance and ease of walling. However, players have little gold on the outside. Most of the gold and stone is in the middle, which will be a major point of contention as the game progresses.

FROSTY_FLOOD:
Player bases start on shallows. There are fish present here which make for quick food income in the early game. Shallows also connect the player with each other. Some water units may be useful, but land units will also be effective since the shallows make walling mush harder.

FROZEN_COVE:
Team Acropolis meets Ghost Lake in this map. Lack of wood on teams' hills will drive expansion outward. The frozen lake in the middle will keep raiding potential open throughout the duration of the game.

FROZEN_CROSS:
A version of Cross where players are separated from each other and from the lakes by ice. Walling is much more difficult.

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. These are numerous enough to be worth docking.

FROZEN_FOREST:
The thick forests on this map can give a false sense of defensibility. All the wood on the map is surrounded by ice, so it's incredibly difficult to wall.

FROZEN_FORTRESS:
Teams start within the same set of walls. The layer of walls is sandwiched between to layers of ice, so it's impossible to wall in front or behind. This map can greatly exaggerate how quickly a game can end with a hole in the wall.

GIBRALTAR:
There are two large bodies of water on the map. A shallow crossing splits them in the middle and provides access for teams to incur into enemy territory.

GOBI:
Teams start opposing side of the map, divided by valley with a forest line with some unwallable passings. Around them just a hilly, extremely sparse desert with some wild horses and camels. There are no boars, but twice the standard deer and ibex. All stone piles are located in the valley too, but you first have to chop through some trees to access them.

GOLDEN_ATOLL:
Players have islands that are connected by shallows. The crossings between enemy islands are difficult to wall, so land aggression can be effective. Players have stone on their islands and very little gold. All the extra 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. Pools of water in the ice contain some fish. Water control can play a part in controlling the rest of the map, even though ships won't have room to maneuver.

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_LAKES:
Players start in the middle of two large lakes. Water control will play an essential role. Land aggression can also be viable.

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.

GULCH:
Closed and chaotic map. Players will have next to no space at all to boom. Aggressive play is to be expected.

HAVEN:
Each player has a harbor where they can fish. Attacking an enemy harbor in the early game can be difficult since they are well defended. Eventually though, control of the lake and harbors will provide an advantage that cannot be ignored.

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.

HEARTLAND:
Players start in a valley with sparse wood. There is a narrow lake in the middle which players can use to get an economy boost. Extra wood can be found on the sides of the map in the mountains.

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. The map quite open and aggressive otherwise.

HILL_AND_DALE:
Teams start on the high ground. Only a few openings allow for passing to the rest of the map. Walling and defending should be easy, but the extra resources on the map should not be neglected.

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.

HIPPO_REGIUS:
The surrounding ruins on this map are overgrowing with vegetation. Wood on the map is abundant, but patchy. Walling can be tricky. The extra gold and stone on the map is in the ruins of buildings which are not easy to defend.

HISPANIOLA:
A 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.

HUACACHINA:
Wood near the players on this map is very sparse. Most of the extra gold on the map is concentrated around a central pool. Players can control the gold in the late game if they control the water, but they will need wood in order to build ships. Most of the wood on the map is in the corners and very far from the center.

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_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.

IMMERSION:
For players who like choices, there is water on the outside, water in the middle, and water between all players. The shallows on the map make walling more difficult and make land aggression more viable as well.

IMPACT:
Player lands on this map are elevated with sparse wood. Shallows separate all players from each other. The bigger source of wood on the map is in the middle and outer areas of the map. These areas are very exposed.

IMPASSE:
Players start on this map split off from their team by some piles of stone. They will need to get past these obstacles in order to join forces while simultaneously dealing with enemies on their own side of the map.

INCEPTION:
Pretty crazy map where players have two bases which are separated by a ring of trees. The amount of multitasking that players will have to deal with in order to maintain control will be enormous.

INLET:
Teams start on separate islands. Each player has a private pool where they can have some fishing economy. This may make it easier to focus on land aggression, though water control on the outside is important as well.

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.

IRRIGATION:
Players have a farming area close to their TC. Players can use this area and save much wood that would otherwise be spent on farms. If players are not able to defend, however, the game can snowball out of control very quickly.

ISLAND_CITIES:
Similar to team islands, but players start with a monument that generates resoruces at a slightly lower rate than a feitoria. Monuments can be captured by the enemy though, so land aggression can be rewarded as players will struggle to defend multiple areas.

ISLAND_COVES:
Nomad map where players start close together near a sheltered cove. Contesting water will be important, but not necessarily easy in the early game since the travel distance to the enemy cove is significant and fishing ships can be defended with the fortified tower. Controlling the land is also essential.

ISLAND_HIDEOUT:
Players start on the same island. A clump of trees separates them from the middle where the extra resources are. Water control is important, but early land aggression can be effective as well since rocky slopes on the island make walling difficult.

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. Extra gold on the map is in the middle.

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_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. Rocks surround the map making everything aggressive and chaotic.

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. Lots of zebra are also on the map, so players can still apply pressure without water control.

KALAHARI:
Most of the gold on the map is near the players which can be difficult to defend. These areas are cracked terrain, at a low elevation, and surrounded by quicksand. Controlling the rest of the map will result in favorable engagements throughout the game, even if the outside doesn't contain resources that players will immediately need.

KARST:
This is a land map where players start on elevated terrain. There are no huntable animals on the map, though there are some puddles in the center with some fish. Wood on this map is also sparse.

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 advantage when pushing your opponents.

KINGS_VAULT:
Each player has a huge deposit of gold enclosed in walls. These will be major points of interest throughout the game. Other resources on this map are abundant as well. Players can afford to go for greedy strategies and expensive army compositions.

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 and the water, which allows players to fish in safety for a while. On larger maps, an island in the middle contains relics, which adds extra incentive to water control.

LANDSLIDE:
Stone piles on this map separate teams from each other and the rest of the map. Some piles of stone contain less resources than others, to the point where players can mine their way into enemy terrirory quickly. Players will have to be attentive to the weak links in the natural wall.

LAVA_LAKES:
Nomad map wher 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:
A neutral wall separates the players from the water on the outside. Players start with a petard instead of a normal scout. Players can use the petard to break the wall and access the water, but the petard can be used offensively as well, and that can be very effective if opponents have no scouting information.

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, which will attack your units if you get too close.

LUMBINI:
A shallow river surrounds players on this map. Players can potentially go for fish here, but there is no way to protect from land units. The river also makes it impossible for players to wall their backs. Beyond the river players can find some other natural food in the terraced hills.

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 on the map is in the middle. Players can access the middle early if they transport in. Otherwise they will need to chop their way in.

MELTDOWN:
Players start in the dense jungle. All gold and stone is the in the desert on the outside. A volcano is in the middle of the map. Units that walk past will take damage from the debris which spews out.

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.

MERIDIAN:
Nomad map which has water on the outside and lots of wood in the middle. These areas are separated from the rest of the land by rock terrain, so walling is difficult.

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 players trapped inside their bases and isolate them from the rest of the map.

MOOREA:
Players start on a small island where all the wood is. Fish is plentiful only outside the reef. Players can transport out to the reef to gather fish with either villagers or ships. This can be safe so long as the enemies are focused on land.

MORASS:
Players start in a swampy area. Patchy forests can make walling rather awkward. Melee units will find it difficult to path through the swamps.

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.

MOUNT_KAILASH:
Mount Kailash rises about the Tibetan plateau. Monastery techs must be researched at the temple on top of the mountain. Small pools of fish between players can also give a food boost.

MOUNTAIN_HIDEOUT:
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.

MURKY:
There is a shallow pool of fish between each player on the map. These can be an excellent source of food if players are able to defend it.

MYSTIC_CREEK:
Teams start on opposite sides of the creek. Monuments on either side of the creek generate gold for the players who control them.

NAGARI:
There are some smaller pools of water in opposite corners of the map as well as a much larger lake in the middle. The middle lake is only accessible at the ends due to being sandwiched in a mountain range.

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 accessible, 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:
Nomad version of cross where the border of the map is surrounded by rock terrain. Walling off ponds from sneaky docks will be much more difficult.

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:
There are two islands on this map. All players start on the same island, and the second island is neutral. There are many risk-reward variables on this map including controlling the player island, controlling the water, and controlling the neutral island.

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.

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 how thin it is. 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.

OCEAN_RISE:
Islands rise up above the ocean where players will start. Shallows connect the islands allowing for land aggression. Shallows can be walled also to help mitigate the effectiveness of water units that can be dominant as well.

OPPULANDS:
Open land map where the extra gold is concentrated two piles on the flanks.

OUTBACK:
Similar to Arabia but with a twist. All the boars are in the middle of the map. Players start with a hunting wolf instead of a scout that they can use to lure boars over long distances.

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.

PADDIES:
Players start close together on a hill. There are many rice farms on the hill which players can use for food income. Players will eventually have to expand outwards. Small ponds with fish are also present on the map.

PARCHED:
Nomad map where a dried river contains small pools of water. These pools contain some fish as well as attract zebras, which give players a quick food income at the start of the game. Players also start with control of a pit with gold and stone. Both areas are important as well as vulnerable.

PARTITION:
Nomad map where a partial wall divides the land in two. Players start with villagers on each side of the wall. Filling gaps in the wall can help teams control the game. The map also has reservoirs scattered around that contain unlimited food. Players can task villagers here so long as the reservoirs are not destroyed.

PATAGONIA:
Nomad map with some lakes in the middle. Fishing can provide an economy boost. Players start with a donkey to scout.

PERMAFROST:
Players cannot farm near their starting TC. There are fish and hunt on the map which are forward. Aggressive play can play dividends.

PHANTASM:
Nomad map where players start on a central hill that contains most of the natural food resources. There are other small ponds surrounding the hill which players can fight for. Water control can be a massive benefit, though close proximity between players can make land aggression potent as well.

PLATEAU:
All players start on the same elevated portion of the map in the middle. There is not much wood on the plateau, but many deer. More wood is toward the lowlands on the outside of the map.

POMPEII:
The remnants of the city that was destroyed by a volcano is where players will be fighting. Overall the map is difficult to wall, and the water element gives extra strategic options.

PONDARENA:
Arena with a pond in the middle.

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.

PRISMATIC:
Players start close together surrounding a hot spring in the middle of the map. The spring can only support small fish on the edges. The area around is heavily forested and contains many deer.

PROXIMITY:
Similar to Oasis where there is a big wood clump in the middle of the map that narrows the flow of aggression. However, the wood layer is relatively thin and once it is chopped through, the large lake in the middle will be accessible.

PUDDLE_FOREST:
Relatively close-quarters map that is also pretty easy to wall. There are puddles throughout the map that contain fish that players can use for an economy boost.

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.

RAMPARTS:
Teams start close together on this map. This usually makes cavalry the go-to unit for players. However, there are ramparts laid out across the map. This makes ranged units stronger as melee units will struggle to navigate through the maze of palisades.

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:
The other version of Relic Borders where all players have access to one another.

RELIC_RIDGE:
The other version of Relic Ridge where all players have access to one another.

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.

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.

RIVAL_RIDGES:
There are two ridges on the map which contain all the extra gold. Players will have to fight for control over the ridges. Once established, the ridges can be a very defensible position due to being surrounded by rocks.

RIVER_FORTRESS:
Teams start fairly close together in a walled fortress. The river on the map can be important for economy and map control. Ships may have a hard time penetrating the enemy fortress however.

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.

RIVERENA:
Arena with a river in the back that surrounds all players. The river has only shore fish, so water economy will not be super effective. Players can use the river to transport into the enemy bases that may be unprepared for early aggression.

ROCKY_OASIS:
Oasis like map, but the rocky border prevents walling to the edge of the map. Trade routes will be shorter and harder to defend. There are relics in the trees. Players can cut wood to access these at the expense of having less safe wood to gather.

ROCKY_POND:
Players spawn surrounding a pond on a hill. They have no personal stone mines. All the stone is on the hill. The pond contains very few fish, but relics can be found on shallow portions.

ROCKY_ROAD:
Players TCs start on a rocky road in a circle in the map. The road cannot be built on which makes farms a bit more awkward to place, and keeps players from walling their bases completely.

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.

SAND_TRAP:
Players start surrounded by forest which is reasonably far away for gathering. Sand dunes make up the rest of the map which make booming hard and give a hill advantage to the aggressors. Stone is not immediately accessible here. Villagers will have to chip away at boulders in order to access any resource.

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 zebra are dispersed throughout the map. Players can expect to have scattered focus during the game.

SCIMITAR:
Two bodies of water are on opposite sides of the map which contain fish for players to take with either villagers of fishing ships. Ships can sail across the map in a small channel connecting the pools. All the extra gold on the map is close to the water also.

SCORCHED:
Players start in the middle of the map on cracked terrain. The scorched ground between the players will cause units that walk here to take damage over time. Extra resources can be found on the outside of the map.

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_COVE:
The shallow lake in the middle of the map provides some fishing opportunity. But it it is very easy to die on land as well since the map is hard to wall.

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.

SHIMMER:
The map is very open. There is a pool of water in the middle. The shore fish in this pool are densely packed enough the players cannot dock until they gather some fish. Fishing here with villagers can be dangerous because of how hard it is to wall. Though if players manage to get docks in the water, they can have potentially uncontested control for the rest of the game.

SHOALS:
Islands-like map, but players are connected by shoals. This makes trading and land aggression 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.

SIBERIA:
Similar to Ravines, but more open and aggressive with a higher emphasis on early map control. Wood is available but not dense enough to make walling easy. Many deer are scattered throughout the map, incentivizing players to take initiative.

SICILIA:
Players start on an island. The cliffy terrain can make walling easy in the early game to focus on the water, but controlling the map for the late game is also important. Player who neglect the land for too long will find it difficult to expand.

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.

SIWA:
Small oases surrounding the map contain most of the wood and natural food on the map. Most of the gold is close to the middle. Players start with a few trade carts which they can use to scout the map, trade with neutral markets in the corners, or they can harvest the buffalo for food.

SMOULDER:
There is only a small pile of gold that players start with. Extra gold is in the middle and trapped inside a clump of trees. Players will need to be careful about chopping through since the central area is unwallable.

SONORA:
Large plateaus in the middle of the map will funnel players into fighting in chokepoints. These canyons contain the extra gold on the map and will be a key area for player to focus on. Players will need to be conscious of the key areas where enemies can push.

STONE_CROSS:
The stone and relics on the map are concentrated in the corners and separated form players by a layer of trees.

STONEHENGE:
A monument in the middle of the map will provide a gold trickle to the player who controls it. The monument is guarded by priests. Players can train their own priests from a shrine to try and get control of the monument early on.

SUBLIMATION:
Players start around a hollow clump of trees. There's water in the middle to incentivize players. The tree line will eventually become depleted throughout the game and open the map for more possibilities.

SWALLET:
Players start surrounding a rocky pool of water. It can be tempting to try and fish here, but it can be a dangerous walk to build a dock here. The close distance between players can make land aggression valuable as well.

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.

SWELTER:
Players start in a swamp too shallow to be docked, but is abundant in box turtles that players can gather. Hippos leave their droppings on the outskirts of the map which incidentally makes the ground more productive for farming.

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 discerning where to fight.

TAKLAMAKAN:
Players start with two bases on this map. So you have to be attentive to multiple places across a wide area of the map throughout the game. Wood distribution is like on Arabia, but other resources are more abundant.

TE_FITI:
Players begin on a small central island. Wood is abundant here, but players will eventually have to migrate toward the barrier islands for extra gold and stone. Town centers will attach a fortified tower which makes defending against siege and ships easier.

TERRACE:
There is unbuildable rock terrain between all the steps of elevation on the map. This makes economy management more difficult due to space constraints and perpetual vulnerability.

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.

TEXCOCO:
Player start surrounding a lake full of fish. There are four causeways leading the central island. The monument in the middle of the island will provide a gold trickle to the player which controls it. In the early game, players can access the middle by hopping over the walls with a siege tower. The unit will ultimately get killed by jaguars, but perhaps that can be a worthwhile sacrifice.

THICKET:
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 outside 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.

TREMOR:
Teams start close together in a pocket of land in a thick forest. There is only one passage through the middle of the map to the enemy team. This may make games a bit of a stalemate until the late game when players can cut through the forest to open up other ways to their enemies.

TYPHOON:
This map will require players to focus in multiple areas at the same time. Players start fairly 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.

USHUAIA:
Teams start on opposite sides of a semi-frozen river. Players can take fish with either villagers or fishing ships, since docks can be placed on the ice. Either option is a risk since the ice cannot be walled.

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.

WEAVING_RIVER:
Players spawn in a circle, and a river weaves in between the individual players. Accessibility to opponents and the rest of the map will vary due to position.

WEAVING_WOODS:
Players spawn in a circle, and a line of trees weaves in between the individual players. As players chop through, it will open up more angles of attack which players may not be prepared for.

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.

XEROTES:
A cross between Acropolis and Golden Pit. Players have some gold near their bases. The extra gold is in the central pit. Rocky slopes make walling and turtling a much less likely strategy.

YUKON:
All players start near the center of the map surrounded by lots of deer. Players start with a hunting wolf and a spearman. Players are separated from the gold and stone by a shallow river. The river can provide some fishing opportunities, but it can be hard to defend.

ZEALANDIA:
Teams start together on islands which are connected by shallows. There are a lot of opportunities on both land and water to gain initiative.
 
Last edited: Mar 18, 2023
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A

Unknown_Andrew

Longswordman
Jan 2, 2013
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  • Mar 1, 2014
  • #2
Re: Introducing Mad Random

good stuff
 
H

NorwayHJFE

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  • Mar 1, 2014
  • #3
Re: Introducing Mad Random

Very nice! I will take a look :smile:
 
paroofex

Englandparoofex

Known Member
Sep 1, 2011
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  • Mar 1, 2014
  • #4
Re: Introducing Mad Random

nice, maybe u should patch it for aoc
 
NachoAoE

ArgentinaNachoAoE

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  • Mar 1, 2014
  • #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
 
TheMadCADer

United StatesTheMadCADer

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Silver Supporter
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  • Mar 1, 2014
  • #6
Re: Mad Random + Rock Terrain for AoC

Updated the post, rock terrain for AoC is now available.
 
W

Unknownwhocares

Active Member
Jul 20, 2013
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  • Mar 1, 2014
  • #7
Re: Mad Random + Rock Terrain for AoC

i loved all of these maps!
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 3, 2014
  • #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.
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 5, 2014
  • #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.
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 11, 2014
  • #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.
 
H

NorwayHJFE

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  • Mar 11, 2014
  • #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.
Click to expand...

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?
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 11, 2014
  • #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.
 
H

NorwayHJFE

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  • Mar 11, 2014
  • #13
Re: Mad Random + Rock Terrain for AoC

[url=http://www.aoczone.net/viewtopic.php?p=339297#p339297:32go0rbl]11 Mar 2014 said:
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.
Click to expand...

Glad I could help you. Everything works fine now. Great work!
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 20, 2014
  • #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.
 
TheMadCADer

United StatesTheMadCADer

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  • Mar 31, 2014
  • #15
Re: Mad Random + Rock Terrain for AoC

The usual round of updates

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

Norway_PkZ_

Administrator
May 10, 2008
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  • Apr 1, 2014
  • #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?
 
Idle Beaver

UnknownIdle Beaver

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Jul 26, 2013
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  • Apr 1, 2014
  • #17
Re: Mad Random + Rock Terrain for AoC

[url=http://aoczone.net/viewtopic.php?p=344062#p344062:2rnbgdii]31 Mar 2014 said:
I've always wondered how you make those full size images of a map. Is that a secret?
Click to expand...
Ctrl+F12 in-game
 
NachoAoE

ArgentinaNachoAoE

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  • Apr 1, 2014
  • #18
Re: Mad Random + Rock Terrain for AoC

[url=http://aoczone.net/viewtopic.php?p=344062#p344062:owmww82v]31 Mar 2014 said:
I've always wondered how you make those full size images of a map. Is that a secret?
Click to expand...
111
 
TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
Silver Supporter
Aug 14, 2013
249
226
78
  • Apr 8, 2014
  • #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.
 
TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
Silver Supporter
Aug 14, 2013
249
226
78
  • Apr 12, 2014
  • #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).
 
TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
Silver Supporter
Aug 14, 2013
249
226
78
  • May 24, 2014
  • #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.
 
TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
Silver Supporter
Aug 14, 2013
249
226
78
  • May 25, 2014
  • #22
Re: Mad Random + Rock Terrain for AoC

Small update, fixed some bugs that would lead to the game crashing in some cases.
 
_Greenwolf

Unknown_Greenwolf

Known Member
Jul 5, 2010
1,931
0
46
33
  • May 25, 2014
  • #23
Re: Mad Random + Rock Terrain for AoC

will check
 
TheMadCADer

United StatesTheMadCADer

Well Known Pikeman
Silver Supporter
Aug 14, 2013
249
226
78
  • May 31, 2014
  • #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.
 
H

NorwayHJFE

Known Member
Aug 22, 2011
401
209
48
31
Norway
www.aoczone.net
  • May 31, 2014
  • #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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