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Author |
File Description |
Luna Lynn |
Posted on 01/11/20 @ 09:41 PM (updated 12/23/23)
File Details |
No. of Players: |
4 |
Difficulty: |
Hardest |
Version: |
Rise of Rome |
Happy new year !! this is my 5th scenario and the 4th playable on competitive formats!
In this scenario The BLUE & YELLOW compete against the RED & BROWN player !
All other slots can be used to spectate.
/!\ Learn to set up a scenario or things might not go as the scenario maker expected:
- Go in settings,select the map and read carefully the description to find out the civilizations you have to set for each players, including you!
- /!\ Difficulty : Hardest.
Reveal map : NO.
All technologies : NO.
Resources : Default.
Age : Default.
Victory : Default.
Pop. : 200.
Teams : [-] for all. ( Team are preset )
WARNING : If the scenario is multiplayer, each player must enter in their respective slot color, do not change the color. ( If you're not in your respective color slot all settings will be mixed up)
To make a players enter in its respective slot color, set as many computers as needed before the player enters the lobby, if an order is needed, make the players join one by one to find their respective slot color.
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HOW TO ADD THE MAP IN YOUR GAME :
- Click the little red button "Download files".
- Open or extract the zip folder with the help Winrar or 7zip for example.
- Copy the .scx file that's in it and paste it in your Age of empires "scenario" folder most of the time located in C:\Program Files (x86)\Microsoft Games\Age of Empires\scenario
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History of the scenario making : (100 hours).
Theme :
The main idea first came around villagers being able to hide in a large forest when raided outside but also so they can hunt gazellas in this forest.
The village would be surrounded by forest but then came the question of how to assemble playability, balance and design.
The first problematic was that any buildings could remove the special trees so I had to make an underbrush of alternated terrain elevations to prohibit large buildings in the forest, of course prohibit walls, towers and houses, thus the houses needed to be preplaced out of stone throwers range since the only way out of modding was to give the objective for a Bot player to destroy the house of a player. So the house would be placed on the sides of the map protected by cliffs as trading docks would.
Patch notes: https://tcmaoe.forumactif.com |
Author | Comments ( All | Comments Only | Reviews Only ) |
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Fisk (id: Fruktfisk)
Staff |
Posted on 01/13/20 @ 03:38 PM
Hey Luna! I haven't approved your other upload because you uploaded the 2v2 version of your map twice. You can upload it again or you can just edit this upload to include both the 1v1 and 2v2 version. I would probably prefer if you did the latter, as I think if somebody likes your maps they're likely to want to get both versions anyway, and we can keep the cluttering in the Granary to a minimum.
/Fisk
Also to anyone considering downloading this: DO IT! This map is beautifully crafted and hands down the most original MP map since Zappy's Coke vs. Pepsi. As I haven't tried it out in online play I can't review it or tell you if it's balanced or even works, but just looking at it is like, WOW!
edit: Don't mind the first part of this comment you did it right I was just a moron and downloaded the same file twice. Still for future reference I think it'd be nice if you bundled your alternative map versions together.[Edited on 01/13/20 @ 04:29 PM]
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Luna Lynn
File Author |
Posted on 01/13/20 @ 08:22 PM
Alright, if the size isn't too big then I could do this for future scenarios, about my scenarios curently on the granary, if I organize all the files in one named for example "Siege [Co-op2VsAI,1v1,2v1,2v2]", you'll be able to remove all the others multiplayer series of siege that's it? was asking about the size cause I read somewhere the size of the files had to be low. I tested the gameplay on gameranger and the first patch fixing is written on the 1v1 file comments :) |
Fisk (id: Fruktfisk)
Staff |
Posted on 01/14/20 @ 04:13 AM
I think the download size limit was increased not too long ago so it might be higher than what the site says. Zipping a few scenarios together shouldn't be a problem.
Let's not go back and retroactively change your old uploads because I can't be bothered. Just keep it in mind for your future uploads. :) |
Luna Lynn
File Author |
Posted on 06/03/22 @ 01:25 AM
If people have problems with the ruin bugging in the 2v2 (with 4 real players) you can try playing it on the Upatch HD or a Upatch HD mod, I'm not sure but my intuition tells me theres chances that this bug might be one of the bugs fixed by the Upatch HD. The 1v1 map works perfectly though. Let me know if it fixes it please since I can't find 3 playtesters around to play Upatch HD. |
AugustoSapienti |
Posted on 08/27/22 @ 04:04 PM
Hello Luna, I would like to get a better understanding of this scenario. As a P2, I was able to use the raft in the first minute of the game and get to the Ruin. Then the countdown started. I examined the scenario in the editor and I see a huge ammount of things I do not understand, stone mines, military units of different colors. All of that puzzled me. I have seen (and failed to understand/beat) some of your creations in the past. I never gave a ratting to any of those because I got the feeling of not understanding them (Night of the Dragon, for example), and the same thing is happening here.
I did not see that forest that's supposed to be walkable, but I just want to clarify that despise all that, I think that you are very imaginative and original. Anyway, this time I decided to ask you instead of just giving up. Could you give me a more detailed explanation of this scenario, so that I can understand its complexity? Thanks in advance. |
Luna Lynn
File Author |
Posted on 08/31/22 @ 01:26 AM
Hey Augusto, by raft you mean light transport since the raft one is mostly used to protect your lame priest on the closed lake.
The first thing you might have seen is a long sword prisoneer, since it's a multiplayer map the civilization can be changed in the lobby and is therefore not Persian fixed you need to check in the scenario instructions where it's said there's only a limited amount of different civilizations that you can pick for balance purposes of course, it's also written that you can use my personal trick to blind pick civs in the case you want to play it seriously or competitively, otherwise if you lack of time and playing with a friend casually/for fun you can just select one of the allowed civilization that you are trying to master on this map (but your opponent could see it and quickly change his mind if he picks his civ after you in the case he prefers to play a certain civ against the one you picked).
So that being said, Choson is one of the allowed civ, which means your long sword prisoneer can survive with low hp if it attacks the house and gets out.
This is on balance purpose since Choson was a bit of a weak pick compared to the other available civs, this way players will pick their favorite civ depending on their favorite playstyle and what strategy they believe in.
(ps: If your opponent isn't careful and doesn't focus the lame priest as soon as the game starts you could manage to save even a non-Choson long sword).
The same thing applies for the scout and the composite bowman next to docks, since macedonian and minoan are among available picks, these units LOS will discover the gaia clubmen and trigger elephants to destroy your dock while other civs wont, it will prevent you from being able to trade for gold with mace/mino which is meant to be a decent debuff for these civs that were shining already enough on this map.
However it is written in the scenario hints that non mace/mino civs should delete their scouts before they up to the next age since the scout will get additional LOS.
About the stone, the fact that you control 4 villagers only able to mine stone means it gives you cheaper slingers during the game which is a buff for the slingers that will lack stone mining buff.
The puzzle at south for P3-4 is a bit intimidating but a player should figure out easily himself what he could achieve with it.
At some point P3-4 will each discover their gaia market with their villagers after they finished to destroy the walls and then they will also try to take down the opponent's market with their elephant, there's enough villagers to repair and hold the market against the elephant's damage.In conclusion at the cost of much wood they may choose to hold their market in order to get extra upgrades during the game.
The forest is walkable by villagers only since their collision box isnt as large as military units.
Depending on your needs they could either take the shortcut to contest the ruin early or build a tc on the flag area to mine some extra gold for late game which is rare on this map or get a big wood line or at very high level lure gazelles to hunt in the forest or simply take walks to get these berries at lower/average levels.
Night of the dragon isn't my map, I think it's phatfish's map.
My map links to aoeH are regrouped there on my forum if needed: https://tcmaoe.forumactif.com/f11-map-downloads
If you take a look at the patch notes section from the forum you can see my maps can't be made obvious for the reason they're complexified with multiple layers of creativity over years for competitive perfection and entertainment of the competition purpose which makes it understandable you can't just look at it and understand it, the truth is you'll need to explore it and there will always be something that you discovered about a strategy you hadn't thought about yet.
If you saw my previous comment by the way, did you playtest this with 4 real players on UpatchHD ? The ruin bug I had was about the ruin constantly switching color randomly and I still don't know the cause or if it's just one of the guy we played with had a gaia hack on.
Hope my answer gave you a better understanding of the concepts, see you around!
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HGDL v0.8.2 |
Statistics |
Downloads: | 239 |
Favorites: [] | 0 |
Size: | 2.45 MB |
Added: | 01/11/20 |
Updated: | 12/23/23 |
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