Age of Empires II (2013)

Age of Empires II (2013)

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Z - Campo Marsh
   
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New Workshop General: Random Maps
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Feb 19, 2018 @ 8:13am
Apr 22, 2018 @ 3:49am
8 Change Notes ( view )

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Z - Campo Marsh

In 1 collection by 🦌 Chrazini
Z - Map Pack
7 items
Description
If you enjoy the maps, please leave a like and consider adding it to your favorites. It helps me out a lot and it motivates me to make even more. Thanks a lot for subscribing!

Campo Marsh is a map part of my Z category. This means that the map will put you out of your comfort zone, without being too bizarre to play.
The wild life is sparse on this map. You have one boar, and two horses. However, your town center is surrounded by a big amount of forage bushes. The middle is rich on shore fish, but your villagers will be extremely exposed. You won't be able to find any stone near your town center, so you will have to cut yourself into one of the 4 corners of the map, where you will find huge amounts of both gold and stone.

Starting units, buildings and resources:
  • 1 Town Center
  • 3 Villagers
  • 1 House
  • 1 Scout
  • 2 Horses
  • 18 Forage Bushes

Suggestions, criticism, assassments, ideas, proposals, propositions, tips, advice and other words with similar meaning are all welcome. Simply post it in the comments below. I appreciate all feedback.

// Campo Marsh by Chrazini // Created: 28-08-2017 // Current Version: 2.2 // // Changelog 15-02-2018 | Version: 1.0 // - Compatible on all map sizes now, except LudiKRIS. // - Fixed a crash on smaller map sizes. // - Added green patches. // - Added groups of wild horses. // - Increased the space between gold and stone mines. // - Changed the name from Treasure Rim to Campo Marsh. // // Changelog 16-02-2018 | Version: 1.1 // - Forced gold piles away from the middle. // - Gold piles will now spawn further from each other. // // Changelog 19-02-2018 | Version: 1.2 // - 3 berries are now replaced with staggler trees. // - Trees around the gold and stone piles are not stragglers. // // Changelog 13-03-2018 | Version: 2.0 // - Increased the amount of buildable space between the box turtles. // - Changed the water type making it impossible to dock the middle. // // Changelog 14-03-2018 | Version: 2.1 // - Randomized the water type. // - Decreased the number of bushes in the middle. // - Increased the amount of wild horses. // - Added storks and hawks. // - Randomized the appearance of the starting house. // - Cleaned up the code. // - Removed falcons. // - Fixed middle not always being able to spawn stone and gold. // - Added missing support for regicide. // - Resources in the corners now scale correctly on all my sizes. // - Gold and stone in the corners are now more evenly distributed. // // Changelog 29-03-2018 | Version 2.2 // - Removed the minimum distance between terrain types. // - Added more variety in the terrains. // - Added groups of stumps to certain terrain types around the map.
2 Comments
Praetorian_INTP Jun 20, 2018 @ 12:34pm 
1. why not make the middle some oasis-like enviroment? I mean: keep the fish/craps, but replace most of the dirt/gras with shallows, and scratch the middle hill?
2. Horses? - why horses?
3. deer are waaaay too spread out, making hunting pretty much useles, as mills can't be placed near a pack (packsize=1 ???)
4. ... seariously: why the horses, ffs.? - it seems like playing with a feature/asset just for the sake of playing with it, with no use to the game whatsoever... they are flat out annoying...
5. I kind of like the corners, but I guess they make for a very predictable roadmap for how any match will go down...
6. not enough elevation or cliffs to make terrain interesting
7. the AI struggles with the bushes (look at placement of farms)
Gripss Apr 23, 2018 @ 4:33pm 
It looks cool. I'll try it! :D