In this post you will find all the maps you need for your participation in SY


Some general changes which affect all of the maps include:
- Fair access to fish.
- Resources tuned for all maps, such as distances to far golds and sheep, forest distribution, etc.
- Nomad-style maps and maps with Nomad-style areas such as Migration share a model (adjusted for each map) for creating a more even distribution of resources across the map.
As usual we will monitor maps and player's opinions and remove/adjust as and where necessary.
Installation:
- AoC: Transfer the .rms to "C:\Program Files\Microsoft Games\Age of Empires II\Random" folder.
It should now appear in the game lobby under "Custom" Map Style. - AoFE: Transfer the .rms to "C:\Program Files\Microsoft Games\Age of Empires II\Games\Forgotten Empires\Script.RM" folder. It should now appear in the game lobby under "Custom" Map Style.
- AoC HD edition (Steam): Transfer the .rms to "C:\Program Files\Steam\SteamApps\common\Age2HD\resources\_common\random-map-scripts" folder. It should now appear in the game lobby under "Custom" Map Style.
Tournament Maps |
- Teams may choose any of the following maps as their home map.
- Maps cannot be repeated in a set. That is, a home map may not be the same as a set map or a previously played map, and any game where a losing team may choose from a range of maps, they may not choose a previously played map.
SYNC_Arabia (not a homemap) | SYNC_Arena |
Oases (ponds) made smaller. | 'Neutral' mines removed as they had a very high tendency to all spawn on one side. Extra tile added to some player mines to compensate for the removal of 'neutral' mines. |
SYNC_Baltic | SYNC_Bedouins |
No significant changes. | Uses model for more even spacing of resources across the map. |
SYNC_Black_Forest (played as explored) | SYNC_Chaos_Pit |
Ponds removed. Extra boars removed. Trapped forest clearings/pockets removed. | Players now spawn as 'teams' rather than evenly spaced but flanks will still be very close to enemies, as before. Player food resources altered to spawn closer to TC. Outside area uses model for more even spacing of resources across the map. |
SYNC_Continental | SYNC_Cross |
No significant changes. | No significant changes. |
SYNC_Decentring | SYNC_Fortress (played as Regicide) |
Outside area uses model for more even spacing of resources across the map. | Cliffs removed. Player buildings and resources have better spacing with the aim of reducing instances of trapped resources. |
SYNC_Ghost_Lake | SYNC_Golden_Crater |
No significant changes. | The first time this map has been used for a major team tournament. It's a version of Gold Rush where the gold is in a crater (instead of on top of a hill) and more spread out. |
SYNC_Golden_Hill | SYNC_Hideout |
Players now start with 7 tiles of gold split into two mines. Amount of shallows reduced to generally provide more even access to fishing. Fish ponds on player lands removed. | No significant changes. This version now does not have any walls. |
SYNC_Islands | SYNC_JDGrossrox |
Islands are typically less narrow and mines less exposed to water. Extra islands generally spawn nearer to the middle of the map. | The 'team' variant with close-spawning allies has been removed, but otherwise no significant changes. |
SYNC_Land_Nomad | SYNC_Microphone |
No significant changes besides minor tuning of player starting resources. Players now have 4 single boars instead of a pack of 1 and a pack of 3. | All water - including the middle and all four map edges - is fully connected. |
SYNC_Migration | SYNC_Mongolia |
No longer will you need to search the entire island to find your first 4 sheep. Middle land uses model for more even spacing of resources across the map. | Amount of cliffs reduced to make it a more open map. |
SYNC_Nomad | SYNC_Nomad_v2 |
Uses model for more even spacing of resources across the map. | Uses model for more even spacing of resources across the map. Starting locations for vilagers resemble original Nomad instead of SYNC_Nomad. |
SYNC_Oasis | SYNC_Rooster |
No significant changes. | No significant changes. |
SYNC_Scandinavia | SYNC_Seize_the_Hump |
Ice patches removed from both land and water. | Uses model for more even spacing of resources across the middle area. |
SYNC_Shallow_Web | SYNC_Team_Acropolis |
The first time this map has been used for a major team tournament. It's an open land map with shallows all the way around the edge. | Middle water is now dockable and easy back walls have been removed. |
SYNC_Team_Islands | SYNC_Twin_Puddles |
Cliffs removed. | No significant changes. |
SYNC_Two_Rivers | SYNC_Valley |
Rivers never touch map edge. | No significant changes. |
SYNC_Windmill | SYNC_Yucatan |
The first time this map has been used for a major team game tournament. A version of Islands where all player islands are connected by shallows. There is an island with gold in the middle and islands with wood in the corners. | Water and forest adjusted to make it a more open and fair map. |
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