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Author |
File Description |
RF_Gandalf |
Posted on 07/28/02 @ 12:00 AM
File Details |
Version: |
The Conquerors 1.0c |
Gandalf's Forest
This new random map script is done in response to the new popularity of "Michi non-rush forest" style maps. Gandalf's Forest is a map where players on the same team are connected by small paths through the forest, but enemies are completely separated by forest. Within the forest are multiple small pockets of open land, with extra gold, stone and food resources. The players are separated from these pockets by relatively thin strips of forest (a minimum of three trees wide, but can be wider), and it is possible to chop into them with your woodcutters long before siege onagers are available in Imperial Age. In fact it is usually possible to reach an enemy from somewhere on your team's lands by passing through 2 to 4 of these barrier strips of forest; a team of players working toghether can often reach an enemy land by sometime in late Castle or early Imperial Age, but sometimes not. There is great fun in the teamwork needed to coordinate the woodcutting to reach an enemy, to set up a combined attack, and to establish combined defenses. Patrolling the borders of your clearings is essential to prevent the enemy from reaching you first! Merely waiting until Siege Onagers can be obtained in late Imperial Age is risky, as the enemy may reach you first! Still, the Siege Onager route to an enemy is a very viable strategy, and in a team game someone on each team should be able to research this 'mower of forests'. But there is value in expanding into neighboring clearings in the direction of the enemy early to gain the resources there, rather than just waiting until late Imperial Age to begin hacking through forest with Siege Onagers. There is also more of an element of strategy as to where you will try to break through to your enemy, which player to try to hit first (flank or central), and a decision of whether to try to get some defenses up, such as gates and walls separating teammates in order to compartmentalize your team to prevent the enemy from sweeping through your team immediately should they break through first. I far prefer this map to the standard 'non-rush' maps in common use now because it has more variability and strategy to each map, and it just plain is better looking and more fun.
The map randomly varies between a jungle pattern, a predominantly pineforest, or predominently oakforest for variety. Each player has a small clearing with all of the usual standard starting resources (there is a minimal increase in the starting gold and stone). There is much more than usual extra food in the form of sheep or turkeys, deer, boar and berries locked in the small glades in the forest. There is a little more than usual gold and stone scattered in these glades as well. Relics are standard (5) and are also in these glades to be discovered by the first explorer to reach them.
In testing, I found that if played at a size suggested for the number of players, the players stay separated as planned, but if playing at a size too small for the number of players, there is a possibility that an enemy's lands can overlap yours and there can be an unintended connection. For eight players though, play on the very largest size map, because on the next-to-largest map size there is about a 1 in 5 chance of end player's bases intersecting. So play on an appropriate size of map or accept the possibility of a connection to the enemy.
In my testing, I have found that the AI does not play this as a human would, trying to cut through to the enemy, but does build up an army and attacks once you have been sighted through the forest. I did notice a couple of times something rather interesting - the scout of my computer ally hovering near my woodcutters when they were about to break through into a new clearing, seemingly wanting to be the first into the new area to find resources. I am not sure if that was intentional on the part of the AI.
Feedback appreciated!
Check out this post at MFO: http://www.mrfixitonline.com/readPosting.asp?PostingId=914129 for a preview of the map's appearance or just download and try it out! |
Pages: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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ZackMan |
Posted on 01/20/06 @ 12:47 AM
I know this may be a dumb question but I just got AOK so I don't know much about downloading new maps.
Anyways, I downloaded this map and stuck it in my "Scenario" Folder, but I don't know how to play this random map now. I turned on AOK and selected "Random Map" but I could not find the name of this map under any of the drop-down list boxes.
Please just tell me how to play this map after I have put it in the Scenario Folder.
Thank You,
ZackMan |
Lord Vader1 (id: lord vader1) |
Posted on 01/22/06 @ 02:25 PM
you dont put it in sceniro you put in it the random folder :P |
wingedbasher911 |
Posted on 07/11/06 @ 07:03 PM
it has a piece of paper with a speechbubble. it says its a Secured realaudio/realauido file is that suppose to be like that?[Edited on 07/11/06 @ 07:05 PM]
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Herodite |
Posted on 10/30/06 @ 06:36 PM
ZackMan: Go to the Custom Scenarios... |
RS Greo0 |
Posted on 03/16/07 @ 02:30 AM
If there is one thing this RMS lacks its water.
Everything else is nice. |
bob bobson |
Posted on 12/04/07 @ 06:44 PM
HEEELP! i downloaded this and it is a music file, and now all rms become music files because of this so i cant play them, i dont mean to offend you but can someone please help me!!! |
Tanneur99
Official Reviewer |
Posted on 12/04/07 @ 08:42 PM
The .zip contains a RMS file, which is a Word document and a readme, a text document. Both files plain text, no music file. [Edited on 12/04/07 @ 11:19 PM]
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RF_Gandalf
Official Reviewer
File Author |
Posted on 12/04/07 @ 10:09 PM
one of the common music players (Real Player), if installed on your system, makes the 'rms' extension look like a music file.
If you just place the files in the proper folder, your game will still play them like random map scripts.
If you want to look at the 'rms' random map scripts right click on the file and use the 'open with' command to get to WordPad, which is what I used to write all of my rms files. You could use MS Word as well. |
Green_Turtle |
Posted on 12/14/07 @ 11:18 PM
Theme: 5
Black Forest is by far my favorite theme, and you added moss and anchient ruins, so a five here.
Visual Appeal: 5
Looks very cool, especially when you cut through all the pockets.
Playability: 5
Very fun. I once got a map where the lands where connected, but it was fun never the less. Pockets and coping and seige onaging... it is entirely worth a download.
Additional Comments:
Thankyou for such a great map. I hope to see more of your cool maps very soon. |
Possidon
Official Reviewer |
Posted on 02/04/10 @ 04:33 PM
Theme: 5
Gandalfs Forest is a Michi style map. Most Michi maps seperate players usually by bands of trees. This michi map though looks like a very realistic forest. You have to break through different forest strips, sometimes going through several to get to your enemy but there are paths to your allies bases. This make trade possible.
Visual Appeal: 5
Sometimes you play in Jungle, sometimes in Pine Forests and sometimes in Oak Forests. There are small pools with shore fish in for fishing. These also serve as great eye-candy. The elevation is wonderful and the resources/wild animals are nice. There is beautifully placed wild flowers and more than one grass type used.
Playability: 5
I was playimng on this map for 2 hours before realising I hadn't even built an army! 2 hours of gathering resources and researching techs but I still didn't get bored. When the fighting began the game got so much better. This map is pure fun to play, especially when you start breaking through to your enemy. I played a Standard Game, 3v3v2. The game went on for hours with no break.
Possidon
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Pages: « First « 1 [2] |
HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Theme | 5.0 | Visual Appeal | 5.0 | Playability | 5.0 |
Statistics |
Downloads: | 25,521 |
Favorites: [] | 4 |
Size: | 5.04 KB |
Added: | 07/28/02 |
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