Your scouts report they have found the entrance to a prosperous city, once known for its famous sea food, now fallen into ruin and claimed by bandits. You've setup camp outside the city walls and claimed some still standing buildings. Rumor has it you might not be the only one trying to claim the city's precious relics.
I'm just dumping my Design philosophy here. It's been a while since I made El Dorado so I wanted to push myself further this time. Using a checklist of requirements I started on my journey: * Make a unique RMS which feels like a single player scenario * Should be viable in 1v1, 2v2, 3v3, 4v4 on any map size * No easy walling * Fair for all civs * Map center and outsides should be equally important * Both ranged and melee should be viable * It should contain water * It should contain elevation * Should contain some gameplay reference to often played maps. I think I succeeded in making it unique by having players start with a small town, in a way it's like Empire Wars light. The main catch here is the resources and buildings being spread out so far it makes walling very difficult. This is further increases by making resources scarce and spread out. Due to the player just having arrived in this area the map has a nomad start. You start with less herdables/hunt but instead are given 8 farms which are far from the tc. Furthermore the center city contains ponds with fish traps for really good (albeit risky) food. This should let you achieve very fast feudal times (if you don't waste time trying to wall to no avail). Neutral res are split up between the center and the outside with the former making up about 2/3 of the total gold/stone. This should promote players fighting for the middle while still giving those sticking to the outside a fighting chance. To further incentivize players to fight in the middle a touch of wolf-hill has been added. A center hill featuring the only 5 relics on the map is always visible. Players might want to fight in the center to deny lakes to the enemy while also fighting for the center resources + relics. Not to mention, the center city is on a hill which is higher than the outside. Around the city is a moat which is on a lower elevation than the rest of the map. The only way to get in/out of the city is through this moat. This should promote sneaky demo's or other boats in imp. The lower elevation does make it easier for land units to clear out the moat and gain a foothold. Some micro potential can be found in the sides of moat which are sailable elevations! The moat also contains some shore fish to make it easier for players to justify docking it early on. The outside being wide open should allow cavalry to shine here. To give archers a shot at surviving the open plains small hills are spread all over the place to promote positional play while not making it possible to camp the same hill all game. Meanwhile the center city should give a good stage to archers and monks due to the many obstacles. Another point was making the map fair resource wise. There's only 4 cows so britons and tatars shouldn't be that strong. There's only 1 elephant and 3 deer so mongol shouldn't be that strong either. There's 8 farms so slavs might actually have a small boost (farming in the open is very scary though so it's not risk-free). The moat contains some spread out shore fish so I don't think indians will be that great. Japenese might have a good time with the fish traps in the middle. These traps are VERY exposed though so it should be easy to deny them with some army. There's 4 berries available so frank shouldn't have that much advantage either. Finally the references to existing maps. I think I kind of combined Hill Fort + Arena + Arabia + Four Lakes + Wolf Hill + El Dorado + Nomad with a touch of scenario feel. Should be pretty unique right? Wow, that was a long explanation / rant. I had a fun time making this map and hope to see it played it in the future :)
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Competitiveness | Complexity | Originality | Visual Appeal |
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6.2 / 10.0 | 7.8 / 10.0 | 9.6 / 10.0 | 4.2 / 5.0 |
An unwallable map combining land and sea. Resources are spread out, and map control is heavily rewarded.
Food sources near the starting base are normal. There's lots of extra food further away. There's very little Gold & Stone near the starting base, but much more is scattered around the map. Docks are the only buildings that can be placed on the shallows terrain. Nothing can be placed on the rocky terrain. Villagers can harvest the fish in the central waterway, but they can't reach the fish on the outer edges.
Competitiveness | Complexity | Originality | Visual Appeal |
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8.0 / 10.0 | 7.6 / 10.0 | 6.6 / 10.0 | 3.8 / 5.0 |
In an arid land all forms of wildlife congregate around an oasis of fresh water, lush grass and trees. Get out there to obtain an early advantage over your opponent. Relatively open map, great for 1v1 or 3v3.
Resource Summary: goats: 8 (4+2+2), boar: 2 (rhino), berries: 4, gold: standard (7+4+4), stone: 4+3, On each meadow (so 4x): 3 zebra per player, 1 elephant per 2 players, 1 croc (2 if 6+ players) Neutral Mines: gold: 3+3 per player, stone: 2+2 per player Relics: 4 for 1-5 players, 8 for 6-8 players Salmon and shore fish are plentiful
Competitiveness | Complexity | Originality | Visual Appeal |
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7.8 / 10.0 | 6.8 / 10.0 | 6.8 / 10.0 | 4.4 / 5.0 |
The mountains that cover the right and left sides of the map make the space very limited, like in maps such as socotra and arena, and a thin layer of ice that surrounds the buildable ground prevents players from walling with ease. Players start with less gold and stone than usual, which is offset by the amount of resources in the middle of the map. Overall a very aggresive map with an emphasis in middle control.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.0 / 10.0 | 6.4 / 10.0 | 8.0 / 10.0 | 4.2 / 5.0 |
A peaceful countryside trail dotted by numerous abandoned fruit orchards. Though the fruit available from the orchards is plentiful, your starting berries and animal herds are randomized.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.8 / 10.0 | 6.0 / 10.0 | 8.0 / 10.0 | 4.8 / 5.0 |
Slightly comparable to golden pit, but gold more spread out for more variation in map control. Scarce stone availability to make control with one or two castles or towers more difficult. A few extra herdables and two extra stones are found outside of the middle. Also just 4 small lakes with 2 marlin nice
Competitiveness | Complexity | Originality | Visual Appeal |
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7.6 / 10.0 | 6.8 / 10.0 | 5.6 / 10.0 | 3.2 / 5.0 |
A open and aggressive map that heavily rewards map control, with additional gold piles to be found in the deserts usually at the edge of the map. In the centre is a small lake surrounded by most of the wood and stone, there is also some extra hunt to encourage expansion into the middle in early Castle Age. Every player starts with a house and 5 villagers in addition to the standard TC + Villagers to speed up the dark age by 2-3 minutes.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.4 / 10.0 | 6.6 / 10.0 | 6.4 / 10.0 | 3.6 / 5.0 |
Golden Shower seeks to merge Goldrush-style maps with aggressive open maps like Prairie and Steppe. There is an abundance of gold, but it is scattered widely across the map. To win, map control is paramount.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.0 / 10.0 | 6.4 / 10.0 | 6.6 / 10.0 | 3.0 / 5.0 |
Medieval Flanders was a harsh yet rich land, the treacherous terrain itself is a worthy opponent. Close proximity to your enemy and difficulty walling should provide immediate action, but limited space and scarce resources will make it both difficult to boom, defend or spread out. The difficult terrain (marshes) makes it difficult to maneouver large armies or build defensive structures. Key areas need to be secured for resources (rich lands) or strategic positioning on elevation (barrows). Be wary of the wisps!
This is the second version of the same name and my actual submission.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.2 / 10.0 | 6.0 / 10.0 | 6.4 / 10.0 | 3.6 / 5.0 |
Two bodies of water occupy the sides of the map. A mountain is in the middle that can give a hill advantage but also make walling harder.
If playing a team game with team positions enabled, the colors must be 1,3,5,(7) vs 2,4,6,(8)
Competitiveness | Complexity | Originality | Visual Appeal |
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6.4 / 10.0 | 6.2 / 10.0 | 5.8 / 10.0 | 2.6 / 5.0 |
Sinharaja represents wildness, gorgeousness, temptation and inertia of the truly indomitable Jungle. In human nature lies desire for conquering unconquerable. Countless civilizations have tried settling in the middle of this chaos. Those who were seduced by the Jungle inevitably got overwhelmed by it. In the middle of alien land can be found remains of ancient civilization such as monuments and mysterious artifacts. Running roads continuously being absorbed by the Jungle is not a rare view. Do not feel yourself rest here. Do not trust your surroundings. Do not confuse your senses. Because those who err never come back from Sinharaja.
Around the map players can find spread 3 relics. Additionally there are 2 relics in the middle next to the magnificent Stelae for tiny, small and medium sized map but 3 relics for other sizes. Resources spread across the map are standard as on Arabia, although there are additional fruit bushes.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.8 / 10.0 | 6.0 / 10.0 | 2.4 / 10.0 | 4.2 / 5.0 |
Work. The. Shaft.
On Tiny map size the battle arena is about 80x80 tiles instead of 120x120. Starting resource stockpiles modified. A straggler tree with 32k wood yield. A gold pile with almost no gold yield next to the TC. Boar food yield slightly increased. Sparse and wild stone/gold are with reduced yields (the player generated gold/stone is hidden among the piles with reduced yields most of the time).
Competitiveness | Complexity | Originality | Visual Appeal |
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3.2 / 10.0 | 4.8 / 10.0 | 7.8 / 10.0 | 2.8 / 5.0 |
The map features a start with 8 goats, berries, 1 elephant, 1 rhino, and 2 huntable patches (although of reduced size of 2 only after some feedback). Gold is average, stone is in good supply initially. The map is usually very open (although occasionally there will be an exception), with many hills, and an average amount of woodland. What makes it stand out is the starting outpost, which will give more LOS to players as they spawn somewhat closer than on Arabia (but not socotra levels). The map also features some ponds with fish, and 1 extra elephant for each player that is far away (45 tiles +), which prevents it from being lured in the early game (unless you are very lucky) but should help out with lone bases built later.
Cliffs also spawn on the map, but they are relatively small and should not conflict with combat or expansion much.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.4 / 10.0 | 5.0 / 10.0 | 2.4 / 10.0 | 3.6 / 5.0 |
A map with a Socotra-like small land area but providing additional options in resources, fish in particular being plentiful. Your woodline options are all Baobab trees, so walling will be difficult. Food might initially be plentiful, but you'll need to use any early advantages to secure control over vulnerable golds and stones.
N/A
Competitiveness | Complexity | Originality | Visual Appeal |
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5.2 / 10.0 | 4.4 / 10.0 | 4.2 / 10.0 | 2.6 / 5.0 |
A desolated land, when resources are scarce and predator eats predator. You start with 4 goats, some ostriches arround your tc and an elephant. Woods are filled with lions that will provide some food to those brave enough to hunt them. In the middle, a you can find lots of gold, stone and outlaws, on a cracked and dry terrain.
Lions provide 250 food. There's not enough food to go to feudal age if you don't hunt lions. Plus, the woodlines are swarmed with them.
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Competitiveness | Complexity | Originality | Visual Appeal |
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3.0 / 10.0 | 4.4 / 10.0 | 6.4 / 10.0 | 2.6 / 5.0 |
The players are squeezed close together on a small, fruitful island in the middle of unbuildable wastelands. The hills on the central land are gradual and low, but the players start in a low portion. The surrounding land is rolling hills where military can move freely and building is not possible.
3 relics spawn on the buildable middle land. 3-5 also spawn in the outer land.
Competitiveness | Complexity | Originality | Visual Appeal |
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4.4 / 10.0 | 3.4 / 10.0 | 5.6 / 10.0 | 1.8 / 5.0 |
Players start with 3 small woodlines, the rest of the wood is in the centre of the map in large woodlines however they can still be navigated through by units. Large deposits of stone and gold can be found in each corner of the map, surrounded by a terrain that cant be walled on, making it harder to control these essential resource heavy areas. Food is standard and there are small hills throughout the map.
There are no special instructions on this map
Competitiveness | Complexity | Originality | Visual Appeal |
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4.2 / 10.0 | 4.4 / 10.0 | 4.6 / 10.0 | 1.4 / 5.0 |
Sunderbans is the biggest mangrove forest in the Indian Subcontinent, with a history of sneak attacks, guerilla warfare and getting hunted by tigers, hence the map features all these elements in a complete form. All players have an opening at the back to make a dock to fish boom, while all the woodlines are at the borders open for all types of raids, hence water control gives you not only fish control, but control of the woodlines too. The center features a mangrove shallow which has both extra stone and gold for players to contest.
Woodlines are less wide, so every mangrove woodline is raidable by galleys(and sometimes, byzantine fire ships!), and the inside is also accesible by boats so you may need to wall those chokes!. All resources will spawn forward, giving all forms of an aggression an edge. Lands and middle can be protected by towers, researching heated shot can be of value. The more aggressive you play, the better!
Competitiveness | Complexity | Originality | Visual Appeal |
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3.0 / 10.0 | 3.4 / 10.0 | 6.2 / 10.0 | 1.8 / 5.0 |