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Downloads Home » Random Maps » MegaRandom (beta)

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MegaRandom (beta)

Author File Description
File Details
Version: The Conquerors 1.0c
Style: Build and Destroy

MegaRandom is a rich set of various maps which concentrates on generating a different map every time. It is based on the ideas of its predecessors (Ultrarandom, ES@The_Unknown, 0verkill etc..) but it differs and surpasses them in several crucial ways.

Firstly, unlike ES@The_Unknown or 0verkill which generate land and terrain randomly and therefore often create unfair or uninteresting maps, MegaRandom uses over 100 fixed map layouts (114 in this beta version) most of which have been played before. These include Ultrarandom_v3/v4/v5 (maps from all three sets), ES maps (such as Shipwreck, Canals, Metropolis..), MFO maps (such as Rumble, Four Seas, Double Arabia..), basic FR maps (such as Oasis, Highland, Yucatan...), fixed EC maps (from Extreme Challenge Tournament), and other maps with interesting layouts that have been created by various users including myself.

Then, after choosing one of these layouts, MR further randomises it with elevation and connection. For example, if Islands are chosen, all lands may be connected, or just teamlands may be connected or there may be no connections at all. For most maps this has a huge impact on the way it is played and adds still more unpredictability.

Next, when it comes to players' starts, almost everything is randomised. They can no longer rely on having exactly 8 sheep, 2 boars, 4 deers etc. They have to work with what they find (of course, all players have the same amount of food). There can be from 2 and up to 12 sheep, 0-4 boars, 2-16 deers etc. There can also be plenty of fishes or almost no fish at all. And it is not different with gold, stone or relics. There can be only 2 blocks or several huge piles. Since gold and stone are randomised seperately, players can also end up having plenty of stone but little gold or vice versa.

Last but not least, there is also great randomness in the way players appear on the map. Although the standard TC, villagers and a scout/eagle is the most frequent start, you can also experience a nomad start (with villagers only), a 2TC/3TC start (such as Double Arabia by MFO, or ES@Metropolis), you can be missing a scout/eagle, you can have 2 scouts/ealges, or you can have a CA or a Hunting Wolf instead. You can start with an extra monk, with extra villagers, or with additional buildings such as houses, towers, bombard towers, a castle, a stable, an archery range or barracks, and you can also start in arena style - surrounded by a stone wall, or alternatively a palisade wall. As always, all these combinations have been made so that there is no unfairness issue. For example, when towers appear on a nomad start, villagers appear near their starting areas so they don't run into enemy towers before they even have a chance to build a lumber.

Unfairness has been the problem of most previous attempts at unpredictable random maps and I believe that MegaRandom has successfully managed to avoid that and can therefore be suitable for all players, including professionals.

IMPORTANT: This is a beta version. if you encounter any bugs, errors or if you have any suggestions, please PM them to me or post them here. When reporting errors/bugs, include a screen or a recorded game, if possible.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Andy01 This is a great way to challenge players. I had a hard time with trying to cope with the fist time i played it and it was great with how the game turned out. Good to see what other maps it has. :)
Visual Appeal5.0
MegaRandom is a RMS script that generates resources, terrain, starting units, etc. based on previous ideas from other competitors such as 0verkill and ES@The_Unknown. However, MegaRandom surpasses all previous random map scripts in its degree of, uh, randomness.

Theme: 5
The script is based on several other scripts that were designed to create a completely different experience every time. However, MegaRandom not only does it better, it also does so fairly.

Starts can include having a CA or hunting wolf instead of a scout, having 2 or 3 scouts, having 2 or 3 TCs (and thus as many scouts), a nomad start, having a tower, castle, or military building as well as a TC...the list goes on! And each competitor has the same setup, so a player is not placed at an advantage or disadvantage.

Visual Appeal: 5
The map designs are absoultely wonderful, and include (among other things): low stone and high gold, low forage (quite common), mass sheep and deer, extra boars, etc. And that's just resources.

The designs themselves are amazing, and interestingly wild. For example, one I drew up for a deathmatch had a primarily sandy map split by a frozen river. Another had two large strips of land seperated by water, but connected by shallows that led to one circular island in the center.

Playability: 5
The maps are playable, indeed--if the player knows what he's doing. Using whatever extras (or lack thereof) is a must for a player, so it forces the player to think and plan ahead. Very rarely can a player legitimately claim to be the victim of a bad map--in fact, never, due to the fairness factor; whatever one player starts with, all players start with.

A suggestion I would have is to have other alternate scouts besides a CA or hunting wolf. An unfortunate problem is that the hunting wolf is considered a hero by the game, and AIs are unable to use hero units (except saboteurs) to scout.

Additional Comments:
Overall, an absolute must-download map! This is perhaps one of the greatest items I have ever seen come to the Blacksmith.
HerzogDePuce This is indeed a very nice mappack and currently one of my favourite random map choices. Haven't even played every single map-variety it includes yet. I especially like the uncertainty of starting resources and additional landscape-randomisation. :)

I, though, have a small demand:
Could you release a version WITHOUT some of the extras:

- extra units
- 2 or more town centres
- towers on the map (unless combined with walls => "Fortress")

For one thing, it's, because I am playing this with the chivalry-mod, but mostly I and some guys I'm playing with don't really like those features - yet we really like to have the feature of different maps and, as I said, resource-placing.
I'd be very glad if you could do that.

[Edited on 02/17/11 @ 10:30 PM]

File Author
Thanks for the nice review, I'm really glad you like it. As for alternate scouts, I'm going to look into it and perhaps come up with some more. When it comes to this, we always need to be careful not to add a scout unit that would be too strong as it could ruin the game.

HerzogDePuce: I'm planning to release several versions of MegaRandom based on your and other users' requests, however, there are still some bugs that need to be fixed and I want to make sure I find and fix as many of them as possible before releasing the final versions. This way, we'll hopefully avoid having too many files around with different names as it is with Land Nomad.

[Edited on 02/18/11 @ 07:51 PM]

HerzogDePuce Thanks, Prophet.
About the bugs: I only noticed one quite unfair thing on a Yucatan/Salt Marsh style map:

If walls are generated and one player is located closer to the water, he will have a smaller and more narrow "fortress" and even a bigger area along the "coast" where he is vulnerable. I don't know if something could be done about that (maybe by putting all starting points at the same distance from water/coastlines when walls/palisades are placed on such a map).

[Edited on 02/18/11 @ 11:27 PM]

AFK_Grok Very nice script :-)
For coming versions i would humbly request
a version that always starts with
one tc eg no doubles or nomad...

(main reason for this is to use this
rms with ais...)


Hm this map works fine mostly but sometimes
i get a very laggy game with it - i just did
one versus 4 ais and lag was high.

[Edited on 03/05/11 @ 12:23 AM]

fenris_w0lf V nice script indeed.

A bit hard to see what maps are included or not given the lack of comments in the rms. I would list them all near the top of the script.

If standard ES-maps is not included (arab, conti, rivers etc) I would include them - only I would use the ones made by KMB in the Real Random II map since they are much better and more fair.

You have some sort of elevation-problem in one of the maps (looks a bit like a weird conti/migration-map)

You can see that the river/water has higher elevation than the land.

I second the request for a "Allways-1-TC-version"

I too have noticed that it will become very laggy, even in singleplayer vs ai's which is normally no problem on other maps.

Keep up the good work! :)
File Author
Thanks for your feedback everyone, I know that AI can get stuck a lot playing these maps since MegaRandom has been designed as a multiplayer map. Perhaps once the final version is out, I will realese some kind of singleplayer one.

As for that reported "bug", those hills on water are actually intentional - it's a map called Tsunami from EC Tournament. Hilly water, while rather unrealistic, enables players to use hills as an advantage while fighting on the sea.

I didn't want to provide a clear list of what is included since it might ruin the unpredictability. Moveover, half the maps included have never been played before so listing them would be of no use.

[Edited on 03/19/11 @ 09:29 AM]

Andrew_Notts Excellent maps and playability.

1 bug noticed: We play with 2 human players and set 6 random computer players.

When a nomad condition is generated (ie all players start without town centres), then the computer players do not move once the game starts.
We see this every time the "nomad condition is generated, so now we jsut stop and exit and restart to get a "town centre" game.

Pity, because we prefer to start with no town centres and move around to find a good spot.

Hope it can be fixed to add more to this great game.


[Edited on 06/19/11 @ 11:24 PM]

marathon Only smart computer players like Is_Machine can correctly anticipate the no TC start. Especially when there are no soldiers to help exploring.
There is no reason to use the built-in AI in human games on weird maps. In fact, I haven't used the standard AI for a year at least.

Regarding compatibility with AIs, I believe that boar shouldn't be taken out, as AIs will soon be able to hunt them just fine. Migration should definately be taken out in an ai-compatible version. There should always be close wood, within 20 tiles. And more, but the map should remain a challenge for AIs as well.

Heroes can now be used as scout by AIs. But not kings. Nor sheep.

I have asked before for an ai-compatible version of this RMS. I am still waiting for it, with patience :)
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