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Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 02:21
by Durokan
Durokan's Custom Map WorkshopThis is my personal thread for custom map resources and requests.
Map request templates can be found at the bottom. They are not required for use although suggested for ease of access.
Inactive as of 10/15/2020, DE will be where I am active for the time being.
https://eso-community.net/viewtopic.php?f=985&t=21710
Current Schedule (unordered):
stretch goalsfinish lake ESOC
Known Bugs:[spoiler=New Additions]https://eso-community.net/viewtopic.php?p=425379#p425379[/spoiler]
[spoiler=----------Maps----------]2v2 Hex / Lake Tahoe 1.4
viewtopic.php?f=33&t=4748&p=105474#post_content105477
2v2 Antarctica
viewtopic.php?f=33&t=4748&p=105474#post_content105488
2v2 Yellow River Basin
viewtopic.php?f=33&t=4748&p=105474#post_content105474
2v2 Gold Rush
viewtopic.php?p=98428#post_content98420
RMS Tutorial (updated version is top link, original is bottom)
Edit: viewtopic.php?f=33&t=4748&p=174303#post_content174303
viewtopic.php?f=33&t=4749#top
Here are maps I have done for others:
Fertile Crescent 1.1
viewtopic.php?f=33&t=4748&p=99297#post_content99297
1v1 Radanje
viewtopic.php?p=98326#profile98061
Winter Andes - a mash-up of Andes and Winter Wonderland
viewtopic.php?p=98428#post_content98428
King's Orinoco 1.1
dynamic - viewtopic.php?p=99549#post_content99700
1v1 - viewtopic.php?f=33&t=4748&p=101601#post_content101601
Green Mountain Pass 1.0
viewtopic.php?f=33&t=4748&start=40#post_content101225
Cedar Forest 1.4
viewtopic.php?f=33&t=4748&p=104929#post_content104929
1v1 OBS Araucania
viewtopic.php?f=33&t=4748&p=105474#post_content105485
1v1 OBS Guinea
viewtopic.php?f=33&t=4748&p=106287#post_content106288
Most up to date version modified by iNcog here:
viewtopic.php?f=33&t=5161#post_content109154
AoE3 Acropolis
viewtopic.php?f=33&t=4748&start=40#post_content106810
Mediteranean Basin
viewtopic.php?f=33&t=4748&p=107206#post_content107206
1v1 OBS Xel Naga Caverns
viewtopic.php?f=33&t=4748&p=107427#post_content107427
Cow Pasture (non-standard map)
viewtopic.php?f=33&t=4748&p=107481#post_content107481
Nile River
viewtopic.php?f=33&t=4748&p=109506#post_content109506
Black Forest
viewtopic.php?p=110713##post_content110713
Great Lakes Winter Only
viewtopic.php?f=33&t=4748&p=115333#post_content115333
Deccan No Cliff
viewtopic.php?f=33&t=4748&p=115335#post_content115335
Canadian Prairies
viewtopic.php?f=33&t=4748&p=117702#post_content117699
Savanna (Grass)
viewtopic.php?f=33&t=4748&p=122027#post_content122027
Coastal Plains
viewtopic.php?f=33&t=4748&p=122445#post_content122445
Ottawa
viewtopic.php?f=33&t=4748&p=130086#post_content130086
Oasis 1.0
viewtopic.php?f=33&t=4748&p=133119#post_content133119
Jebel Musa 1.4
viewtopic.php?f=33&t=4748&p=133122#post_content133122
Cumberland Plateau
viewtopic.php?f=33&t=4748&p=139828#p139827
Great Basin
viewtopic.php?f=33&t=4748&p=142617#post_content142617
Mt. Fuji 1.4
viewtopic.php?f=33&t=4748&p=143988#post_content143988
Highveld
viewtopic.php?f=33&t=4748&start=275#post_content171043
Zagros 1.4
viewtopic.php?f=33&t=4748&start=300#post_content217320
Bosphorus
viewtopic.php?p=226361#p226361
Burial Grounds
viewtopic.php?f=33&t=4748&p=226371#p226371
El Dorado
viewtopic.php?p=226578#p226578[/spoiler]
[spoiler=Full Map Screenshots]Hey all. Here is an updated bunch of screenshots I took of my maps. Not all of them are in there, but I covered just about every one that is entirely my own map; I did not cover map modifications/fixes. They are in Alphabetical order. New maps are bolded. Hex has been removed and replaced with Lake Tahoe. El Dorado has been released as it wasn't already for some unknown reason
Antarctica
Acropolis
Black Forest
Bosphorus
Burial Grounds
Canadian Prairies
Cedar Forest
Coastal Plains
Cumberland Plateau
El Dorado
Fertile Crescent
Gold Rush
Green Mountain Pass
Guinea
Highveld
Jebel Musa
Lake Tahoe
Mediterranean Basin
Mt. Fuji
Nile River
Oasis
Ottawa
Radanje
Savanna
Xel Naga Caverns
Zagros
[/spoiler]
[spoiler=Useful Links]My
AoE3 Native Guide, it is incredibly useful when picking natives for your map.
viewtopic.php?f=29&t=905My
AoE3 Textures Catalog, perfect for someone who wants to find that special texture. (Work in progress)
viewtopic.php?f=33&t=5050&p=106315#top[/spoiler]
Map Request Forms:These two map forms are intended to make it easier to request a map for both the applicant and myself.
They are not required, just suggested. It is easier on my end when I don't have to have a string of 3-4 comments asking for specifications that I need. They also allow the person requesting a map an easy template to fill out; it can help to remind people what to specify :)
[spoiler=Blank Template]
Code: Select all
[u]Durokan's Custom Map Request Template[/u]
Hey Durokan, I would like a map made to these specifications.
Map Name:
Map Size/Player Count:
[b][u]Resources[/b][/u]
Hunts:
Mines:
Forests:
Herdables:
Treasures:
[b][u]Identifying Features[/b][/u]
Land layout:
Cliffs:
Water:
Traderoutes:
Natives:
[b][u]Screenshot/Drawing of Minimap if possible[/b][/u]
[/spoiler]
---------------------------------------------------------------------------------------
[spoiler=Example Template]
Durokan's Example Custom Map Request TemplateHey Durokan, I would like a map made to these specifications.
It is not a modification of any map, but if it was it would modify New England.
Map Name: Jebel Musa
Map Size/Player Count: It should scale Dynamically (it allows FFA, 1v1, 2v2, 3v3, 4v4. No OBS.) OR it should be for any 1 of the following: 1v1, 2v2, 3v3 with OBS
ResourcesHunts: It should be a high hunt map using the Ibexes that Yellow River uses. OR it should use 6 hunts per player using ypIbex
Mines: It should have a few mines per player, low-ish. OR it should have 4 mines per player.
Forests: It should have many long and snaky forests.
Herdables: It does not use herdables, if it did, I would say it should have cows placed sparsely around the map.
Treasures: It should have a few low level treasures, but mostly hard treasures like Bayou. It is useful to give me a map to compare the treasures to. (I also need a treasure set to base it off of)
Identifying FeaturesLand layout: It has a main continent running across ~70% of the map with a rocky outcropping into the sea, kind of like an anvil (looks like rotated new england)
Cliffs: It has two plateaus that the players are placed on, a short distance above the normal ground.
Water: it has a sea to the NW of the continent. It has many fish and a few whales.
Traderoutes: It has a traderoute running from NW to SE in a straight line. It looks like the New England Trade route.
Natives: It does not have natives. If it did, it would have Tupi and Zapotec.
Screenshot/Drawing of Minimap if possible*note this is an early concept map for Jebel Musa, it does not reflect the final map.*
[/spoiler]
---------------------------------------------------------------------------------------
I'd like to add a big shout-out to Neur0n here at the bottom as he provided me with the resources to start learning how to script. He also was willing to help others with maps, a role I have decided to fill after his dismissal.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 03:34
by yohomes
Hey Durokak, this is a great thread, glad you made it.
I'm working on a custom random map for my mod, .
Here's the concept and how it looks so far.
The script as it is:
https://pastebin.com/vFRWWnSqIt is based on a heavily modified Deccan map. There are no treasures, possible natives once I add them into the mod. What I need help with:
The area between the two players should have light forest, herds and mines, but some so the land is still productive. Near the river on both sides there are more herds and bushes, and on the outsides of the two rivers there are denser forests and some herds/mines.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 04:53
by Durokan
yohomes wrote:Hey Durokan, this is a great thread, glad you made it.
I'm working on a custom random map for my mod, .
Here's the concept and how it looks so far.
The script as it is:
https://pastebin.com/vFRWWnSqIt is based on a heavily modified Deccan map. There are no treasures, possible natives once I add them into the mod. What I need help with:
The area between the two players should have light forest, herds and mines, but some so the land is still productive. Near the river on both sides there are more herds and bushes, and on the outsides of the two rivers there are denser forests and some herds/mines.
Hey, the image doesn't work.
I'm assuming this is what you want.
Do you have an xml file for that? if not ill make one. Downloading the map now and going to take a quick look at it. Will potentially start coding tomorrow.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 05:01
by yohomes
Durokan wrote:yohomes wrote:Hey Durokak, this is a great thread, glad you made it.
I'm working on a custom random map for my mod, .
Here's the concept and how it looks so far.
The script as it is:
https://pastebin.com/vFRWWnSqIt is based on a heavily modified Deccan map. There are no treasures, possible natives once I add them into the mod. What I need help with:
The area between the two players should have light forest, herds and mines, but some so the land is still productive. Near the river on both sides there are more herds and bushes, and on the outsides of the two rivers there are denser forests and some herds/mines.
Hey, the image doesn't work.
I'm assuming this is what you want.
Do you have an xml file for that? if not ill make one. Downloading the map now and going to take a quick look at it. Will potentially start coding tomorrow.
https://pastebin.com/R7dy5diDYes, that's the image. Could you also change the areas nearby the river to be more lush? Thanks.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 05:06
by Durokan
*reposted because it was not caught in the original edit
So for our mutual understanding this is what you want me to do:
-redo the resources to your specifications by dividing the map into some areas and making the following changes:
-Town area: place some resources around the town center, two hunts and some trees and mines
-Center area: create a lightly forested area with a little amount of mines and hunts in the center area where the cliff would be on normal deccan
-Close river: make the rivers have hunts and berries on both sides
-Far River: make forests along the edge of the map on the far side of the rivers
Questions I have:
Should I clean up the code or do you want me to make minimal changes so you can be familiar with it still.
Can I remove redundant stuff, like the native posts that are initialized but not placed.
Do you want the map to scale with number of players? If so it cannot be observed very well.
Something I might also add for the future is that it is generally advisable to start with a simple map rather than the ones shipped with the game. The ones that come with the game can be really messy and hard to learn on with a bunch of unnecessary stuff. I'll upload a good starting map to the top.
Also, am I correct and guessing that you are creating a mod of aoe3 to play aoe1 in hd?
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 05:55
by _DB_
Is it possible to get rotated versions of normal or ESOC Maps?
I mean, if you rotate Hudson Bay by like 90 degrees, it looks like patagonia lol
It would be cool if there are also night versions of esoc maps, idk why microsoft didn't make night versions of maps even though the lighting was present...
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 06:22
by yohomes
Yes. That is the mod I am making now. Having a few custom maps is something I want, but I'm not the best at. Might be able to learn more with a blank map like you said.
http://www.moddb.com/mods/age-of-empires-hd-editionWhat you said is correct. Some resources in central area, more food near rivers and maybe a greener terrain near river. Than denser forests on the opposite sides of rivers near edge of the map.
Feel free to clean up and remove unneeded elements.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 08:39
by iNcog
oh, this is a very cool concept
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 13:32
by Durokan
_DB_ wrote:Is it possible to get rotated versions of normal or ESOC Maps?
I mean, if you rotate Hudson Bay by like 90 degrees, it looks like patagonia lol
It would be cool if there are also night versions of esoc maps, idk why microsoft didn't make night versions of maps even though the lighting was present...
A rotated map woul require moving all of the map coordinates. It is not super easy to do, but it is possible i guess. With the amounr of work put in you might as well make a new map.
Ill address night maps here. I know people have talked about it and the general consensus (esoc team, not mine) is that it is fun but a waste of time because night maps only can make the game harder and unnecessarily frustrating. I have a map that uses a low light set that I will work on releasing. I would feel scummy releasing the garja maps with such a minor change and posting them here, but I guess I could do it if there was demand for it. It would take me less than a minute per map to change them to a night version. Also, the nights are more purple than black. The game uses the same engine as aom if you know what night looks like there.
Day and night cycle is in the game but ive yet to develop working code for it.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 13:49
by _DB_
I remember I used to play a scenario where there was a day night cycle
I think it was Lost in Australia.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 15:05
by Durokan
Gold Rush
Here is the finished low light map I was talking about. I'm not going to make an official thread for it until I have more maps to add. It is observable but does not have the UI. Team One should be placed in slots 1/2 and Team Two should be placed in slots 3/4 for it to function properly.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 15:13
by _NiceKING_
Hey!Is it possible to make Andes in Christmas style like this?
With all those awesome decorated trees. You can find this map here
https://www.agecommunity.com/all_downloads.aspx. It was made for AoE3.
Would be nice to see Andes in the same style!
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 16:15
by Durokan
_NiceKING_ wrote:Hey!Is it possible to make Andes in Christmas style like this?
With all those awesome decorated trees. You can find this map here
https://www.agecommunity.com/all_downloads.aspx. It was made for AoE3.
Would be nice to see Andes in the same style!
I replaced all of the textures and resources with the proper one from the christmas map you linked. The reindeer did not seem to have red noses in either map or have christmas lights on my end. The caribou were called Reindeer and the trees TreeChristmas so it is the correct setup. If it doesn't work on your end, atleast you have a winter-y andes with gifts lying around
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 16:18
by Mimsy for President
You know what would be cool ? An 'urban' map with buildings & ruins around (Gaia) and a map full of trees (basically a forrest) with limited building zone & pathing constraints. Just a fantasy...
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 16:44
by _NiceKING_
Durokan wrote:_NiceKING_ wrote:Hey!Is it possible to make Andes in Christmas style like this?
With all those awesome decorated trees. You can find this map here
https://www.agecommunity.com/all_downloads.aspx. It was made for AoE3.
Would be nice to see Andes in the same style!
I replaced all of the textures and resources with the proper one from the christmas map you linked. The reindeer did not seem to have red noses in either map or have christmas lights on my end. The caribou were called Reindeer and the trees TreeChristmas so it is the correct setup. If it doesn't work on your end, atleast you have a winter-y andes with gifts lying around
Nice!
I still like it! Thanks a lot!
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 16:47
by iNcog
Pinned.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 17:24
by _NiceKING_
Hey I have a new request!
I did some drawings and here is my idea. The map to edit is Orinoco.
[spoiler=Original Orinoco concept]
[/spoiler]
[spoiler=This is what I would like to get]
[/spoiler]
Shortly, I would like to move the river and have no river in front of the TCs, put nats close to each other, increase distance between players TCs(the same distance the players TCs have on Andes between each other would be great), leave resources the same, space behind each TC should be enough to build mills, facs etc (the same space that TCs have behind them on Andes would be great).
Thanks
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 17:31
by Durokan
Added to the second spot on the pending list, Yohomes will be before you as i received his request last night.
Re: Durokan's Custom Map Workshop
Posted: 18 Jan 2016, 17:35
by _NiceKING_
Durokan wrote:Added to the second spot on the pending list, Yohomes will be before you as i received his request last night.
ok, tnx!
Re: Durokan's Custom Map Workshop
Posted: 19 Jan 2016, 04:05
by Durokan
yohomes wrote:Yes. That is the mod I am making now. Having a few custom maps is something I want, but I'm not the best at. Might be able to learn more with a blank map like you said.
http://www.moddb.com/mods/age-of-empires-hd-editionFeel free to clean up and remove unneeded elements.
Hey, wanted to let you know I have finished this version of the map. Please let me know if anything needs fixing/changing.
I thought the map turned out really well! Some maps I can tell that I won't ever be happy with but I have a really great feeling about this one
I have some screenshots and will attach the files here.
I would love to use a palette-swapped version of this map in my personal map collection if that is alright with you. I would also like to continue working together with you if you like this result as you said you need more maps.
I tried to use your file but as I was unfamiliar with all of the constraints I just decided to start from one of my templates. (I crashed constantly because I was adding/removing things that didn't work and didn't really want to familiarize myself with those) I re-wrote mostly everything except for the spawn point logic and the rivers. I left in the code fragments for night/day and weather as well. Also didn't touch your XML file.
ScreenshotsEDIT: these files were removed (1.0) due to the release of Version 1.1 - Please see the new release section for the updated files.
Re: Durokan's Custom Map Workshop
Posted: 19 Jan 2016, 09:24
by iNcog
I want ot try out fertile belt soon, loving its look!
Re: Durokan's Custom Map Workshop
Posted: 19 Jan 2016, 12:21
by yohomes
I really like the work you did on the map. I may have some more soon if you'd like to do more. Feel free to use a palette swapped map, it's your map, credits will go to you in the mod. Could you just show me the code for what I can do to change the areas near the river to be pure green grass, the way it is done in Deccan? Or is it much harder because this river is not a straight line?
Re: Durokan's Custom Map Workshop
Posted: 19 Jan 2016, 15:15
by Durokan
yohomes wrote:I really like the work you did on the map. I may have some more soon if you'd like to do more. Feel free to use a palette swapped map, it's your map, credits will go to you in the mod. Could you just show me the code for what I can do to change the areas near the river to be pure green grass, the way it is done in Deccan? Or is it much harder because this river is not a straight line?
Didn't realize you wanted that. I'll look into it. It may be harder to make the grass follow the river. I know it would be easy if the river was a straight line, but still ill check.
The hunts are not actually placed along the river as you might think. (didn't know how to place them along the path) They are placed near the large forests and told to avoid it by ~13-25 meters and that pushes them along both sides of the river, as the forest is placed and told to avoid the river by 15 meters.
Re: Durokan's Custom Map Workshop
Posted: 21 Jan 2016, 02:59
by Durokan
yohomes wrote:I really like the work you did on the map. I may have some more soon if you'd like to do more. Feel free to use a palette swapped map, it's your map, credits will go to you in the mod. Could you just show me the code for what I can do to change the areas near the river to be pure green grass, the way it is done in Deccan? Or is it much harder because this river is not a straight line?
The river grass was honestly the most frustrating thing I've done while scripting (Though incredibly rewarding looking back on it). I learned a new trick while getting the river grass to work, which were essential to creating good code. The trick is to use a constraint which tells objects to attract to an object, as opposed to avoiding an object. I didn't know that was possible until I started looking at how Deccan worked, an hour into my struggle D:
The river hunts have been redone to attract to water as opposed to avoiding forest by a far certain distance, pushing them into the water. (They spawn within the red lines minus 25-33%)
Here is the map and a screenshot showing how the new river border works. (New border is in red) The old xml file is acceptable for use, though I would request you delete the old version of the map (or just don't upload it for consistency's sake if you still want it).
If the map was good before this edit, it is now great
Map uploaded in the next comment.
Re: Durokan's Custom Map Workshop
Posted: 21 Jan 2016, 03:03
by Durokan
Here is the new and improved (1.1) version of fertilebelt
This Version Features:
-New hunt logic: The river huntables spawn within ~15 meters of water as opposed to being shoved into the water by avoiding trees.
-New river logic: The river now has a grassy area around it that follows the whole river.
-river constraints shown in red-