In this random map you start in totally random locations without a scout. All the resource locations are random, so you may or may not have resources near you. This map is similar to rivers in layout, but has far more rivers and they twist far more. This is a very defensive map because there are often several rivers between you and your enemy and if you are being attacked there are lots of places to hide and fully rebuild your town. This map doesn't work well with CP players because of the lack of scout. Hope you like it.
Snake Rivers is a very interesting concept and with some work could be a very enjoyable and novel script.
The theme is one of a maze of watery passages, which the scripter has done well. There is a unique pattern of thin strips of land and rivers, very nicely designed by the author. The many rivers do not connect, and the strips of land do not connect, making it a challange to mount an invasion from a distance. I really think this part of the design is good. I have some concern about a lack of land to build on, which could have been easily added to the script without sacrificing the appearance of the map.
The visual appeal of the maps is striking, and again very unique. Without the use of a single piece of eye-candy the author has made a map that makes me want to look at the details, searching out how the land and water intersect, to follow passages looking for connections.
The playability is subpar, not because of the difficulty in attacking accross a distance ( I like challanges!) but because of unequal resource placement. The deer, stone, gold and forage bushes are randomly placed across the map, not placed within a certain distance of the starting TCs as is the usual method, leading to unequal and unfair starting positions. Also, as mentioned above, there is a decided lack of any open land to build, including the area around each TC. Most of the map is forest, water, or thin strips of land too small to support any 3x3 building. Some of the forests are placed with no real way to build a Lumber Camp next to them and only serve as a barrier. And lastly, the players TCs do not place evenly leading to unfair setups in team games.
With a more even distribution of resources and a normal type of TC setup, I would be able to rate this script better. The author should consider revising his script, which would be a very fun one to play, in my opinion.