Im happy to show you guys my very first made RMS map, which is designed for treaty. Currently, it is called "English Andes", because the terrain and tree texture is from New England and Cliffs texture is from Andes. Pretty sure that I will change it to another terrain sooner or later
The reason why I made another type of andes map is, because RE andes cliffs area can sometimes be completely horrible, ruining the fun for everyone. Also, I dont like the current tournament andes version on the treaty patch (Sorry Rikki ).
For some more details, click on Explanation.
[spoiler=Explanation]
[/spoiler]
Cliffs:
- Cliffs are incremental generated, thus are always different just like on the RE andes version. Can these cliffs still fuck you up? Yes they can still favor one side, but even if cliffs do, the disadvantaged player should be able to turtle decently and is also able to help his teammate outside of nats to get control of the traderoute area.
- Of course, nats are incas
- Lamas will only appear in the cliff area. There will also be few trees and few goldmines.
Traderoute:
- Traderoute has 5 TP's and a dense forest is inside of the area. I decided to increase the TP count from 3 to 5, in order to force people to pay more attention to map control. If they neglect it, the other team has the chance to gain an econmic advantage by controling tps.
- Few mines
- TP's are always out of TC building range. You are not able to take a TP before treaty ends
- One player of each team is always close to the traderoute, in order to make it easier for the opponent team to attempt a jump/run and be succesful. Imo, in the current treaty map pool it is way too easy to deny running.
Player's area:
- For each player there are 4 hunts + 1 starting hunt and 4-5 mines + 1 starting mine on his side of the map
- Forests will be less dense than the forests in the traderoute area.
- Treasures are tier 0 - 1
So, this map has 3 basic objectives now:
1. Securing cliffs to protect nats,
2. Trying to get control of the tradeposts, in order to gain an economical advantage
3. Control as much of the forest as possible, which is mostly important for TWC civs, because they lack an infinite wood source(e.g. factories, good infinite wood shipment)
Examples of different genered maps
[spoiler=1vs1]
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[spoiler=2vs2]
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[spoiler=3vs3]
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[spoiler=Aim for next version]
[/spoiler]- Perfecting cliffs algorithm
- World edge constraint for hunts. Sometimes a herd doesnt have all the hunts, when it spawns close to the world edge
- Better looking terrain texture
- Better looking traderoute area. Forest is sometimes too dense, denying players to wall properly
- Fix map for 1vs1 and 3vs3
- Decent looking loading screen. Right now, it's almost empty.
Big shoutout to Durokan! Without his youtube tutorial and his map template, I dont think that I would have been able to create a map.