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United States of America Durokan
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18 Jan 2016, 02:21

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Durokan's Custom Map Workshop
This is my personal (and now community) thread for our custom map resources and requests.
(Your map can potentially make it into the EP, but no promises!)

When requesting a map, take into consideration that it is substantially more time consuming to make adjustments to a map shipped with the game as opposed to creating a new map.

Map request templates can be found at the bottom. They are not required for use although suggested for ease of access. Unlike normal requests, they are required for EP candidates.

Ongoing Requests:
Sicily
Known Bugs:


----------Maps----------


Full Map Screenshots


Useful Links


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 :)

Blank Template

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Example Template

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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.
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No Flag yohomes
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18 Jan 2016, 03:34

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.

Image

The script as it is:

http://pastebin.com/vFRWWnSq

It 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.
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United States of America Durokan
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18 Jan 2016, 04:53

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.

Image

The script as it is:

http://pastebin.com/vFRWWnSq

It 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.
Image
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.
Check out my Custom Map Workshop here!
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No Flag yohomes
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18 Jan 2016, 05:01

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.

Image

The script as it is:

http://pastebin.com/vFRWWnSq

It 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.
Image
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.


http://pastebin.com/R7dy5diD

Yes, that's the image. Could you also change the areas nearby the river to be more lush? Thanks.
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United States of America Durokan
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18 Jan 2016, 05:06

*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?
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India _DB_
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18 Jan 2016, 05:55

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...
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18 Jan 2016, 06:22

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-edition

What 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.
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18 Jan 2016, 08:39

oh, this is a very cool concept
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18 Jan 2016, 13:32

_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.
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18 Jan 2016, 13:49

I remember I used to play a scenario where there was a day night cycle

I think it was Lost in Australia.
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18 Jan 2016, 15:05

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.
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18 Jan 2016, 15:13

Hey!Is it possible to make Andes in Christmas style like this?

Image

With all those awesome decorated trees. You can find this map here http://www.agecommunity.com/all_downloads.aspx . It was made for AoE3.

Would be nice to see Andes in the same style!
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18 Jan 2016, 16:15

_NiceKING_ wrote:Hey!Is it possible to make Andes in Christmas style like this?

Image

With all those awesome decorated trees. You can find this map here http://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 :D
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Palestine Mimsy for President
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18 Jan 2016, 16:18

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...
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18 Jan 2016, 16:44

Durokan wrote:
_NiceKING_ wrote:Hey!Is it possible to make Andes in Christmas style like this?

Image

With all those awesome decorated trees. You can find this map here http://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 :D


Nice! :) I still like it! Thanks a lot!
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18 Jan 2016, 16:47

Pinned.
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18 Jan 2016, 17:24

Hey I have a new request! :)

I did some drawings and here is my idea. The map to edit is Orinoco.

Original Orinoco concept


This is what I would like to get


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 :)
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18 Jan 2016, 17:31

Added to the second spot on the pending list, Yohomes will be before you as i received his request last night.
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18 Jan 2016, 17:35

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!
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19 Jan 2016, 04:05

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-edition

Feel 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 :D 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.

Screenshots
Image
Image
Image
Image

EDIT: these files were removed (1.0) due to the release of Version 1.1 - Please see the new release section for the updated files.
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19 Jan 2016, 09:24

I want ot try out fertile belt soon, loving its look!
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19 Jan 2016, 12:21

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?
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19 Jan 2016, 15:15

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. :)
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21 Jan 2016, 02:59

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).
Image

If the map was good before this edit, it is now great :D

Map uploaded in the next comment.
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21 Jan 2016, 03:03

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-
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fertilebelt.xml
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