A barren windswept archipelago where sheep and goats struggle to find food between the rocks, and villagers scrape together and existence farming and fishing where they can. Map features: -Line formation: odd vs even numbers and lower numbers are closer towards the center -Close starting resources; only 1 boar and only 2x2 stone. -Stone gold and relics on the western islands -Forests and deer and a small amount of stone on the eastern mainland (connected by shallows) -Moderately low fish density
Competitiveness | Complexity | Originality | Visual Appeal |
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7.6 / 10.0 | 8.4 / 10.0 | 9.0 / 10.0 | 4.3 / 5.0 |
A beautiful oasis in the middle of the harsh desert, don't let its looks fool you, this place is completely SAVAGE. The lake has 2 fish per player and shore fish, fishing will be a useful boost to your economy, but by no means necessary, additionally, the islands in the middle have a few gold piles and relics that might come in handy in the late game, galleons and cannon galleons will also be able to range a large part of the oasis. The oasis area is home to most of the map's wood, and is also where players, and their starting resources will be located, control over this area is extremely important, a layer of shallows around the lake will make it difficult to wall, but a dock can do the job. The outside desert is a hilly area, which makes it a strong position to hold. Since all extra golds and stone are located in this area, controlling it might prove itself valuable long term. There are four muddy areas in the corners of the map, they are home to zebras and boars, this is a great amount of hunt, however, the hills in the desert and their exposed position make them hard to defend.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.3 / 10.0 | 7.7 / 10.0 | 8.0 / 10.0 | 4.4 / 5.0 |
A river runs through the Thar Desert, two if you squint. For the sake of balance, we'll squint. With a river behind each team, they are pushed toward the empty central desert and its extra stone. Acacia forests bound the desert, with those forests beyond the river containing rich gold veins, but also a trade avenue for late game gold. The nearby sea has some fish as well as access to the rear of both teams via the river, but the river is dry and therefore wallable while still having space to dock and create defensive ships in the river. The rivers are guaranteed to be fully navigable end to end, to have multiple crossings to the other bank, to have several docking places, and to be wallable at the mouth of the river. Tigers prowl the wooded areas that the players will expand to as their desert-side woodlines are exhausted.
The lowest number on the color on the team is always placed near the water, the highest farthest from the water.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.0 / 10.0 | 7.0 / 10.0 | 8.6 / 10.0 | 3.4 / 5.0 |
The Kyzylkum (Red Sand) Dessert has rich mineral deposits and the world’s largest open pit gold mine. Some of your shepherds have discovered it’s bounty, but have been cut off from you in the wilderness. It will be more than just the large and fierce Desert Monitors you will have to contend with if you are to mine these riches – you are not alone! Local wildlife includes: 2 Wild Boar 4 Goats (and 6 with the shepherds) 6 Berries 3 Saiga Antelope (Ibex) Desert Monitors (1.6 meter long lizards that have a powerful bite) Several Russian tortoise (boxturtles) can be found near oasis hawks, eagles and falcons The map has two areas of interest, the centre has the gold, starting vils and six sheep. Though the Desert Monitors discourage an early vil rush, do not rely on your fence for protection, as it will not offer any. Your TC, hunt and berries are on the outside. Stone and relics along the outside are important for later in the game.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.6 / 10.0 | 7.4 / 10.0 | 8.4 / 10.0 | 3.3 / 5.0 |
Players are in a circle with melting ice on the inside and outside. Fish can be found in the ice and docks can be placed anywhere on the ice as well. Players can take fish with either ships or villagers, but the ice cannot be walled so taking the fish can be risky.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.1 / 10.0 | 7.3 / 10.0 | 6.9 / 10.0 | 4.0 / 5.0 |
Yam Suph is the body of water which the Israelites crossed following their exodus from Egypt. Players start with a bunch of villagers, a small herd of goats, a camel, and a small hut. They will have to build a town center and establish a settlement, to prepare their exodus through the narrow passage through the sea. A priest (Moses) will lead your peoples, who after seeing the burning bramble bush devoted themselves to the prophet. The priest will be able to heal, but his ability to convert enemy units is significantly reduced (range=1) Starting Situation: Note that it's a nomad start (+275wood, +100stone). You will have +5 extra villagers, a priest and a scouting camel. This results in a 9/10 starting pop-space, after building the Town Center. The priest can heal and convert enemy units, but for balancing reasons the conversion range of this unit is reduced significantly. Sea Corridor: The passage in the middle resembles the sea floor. The terrain is buildable. Since the water is pushed away at both sides, there is an elevation difference, which gives war ships an attack bonus when firing down-hill. Every land terrain on this map is buildable, and docks can be placed at shorelines on a flat surface of water. Resource placement for this map is aimed for competitiveness. Equal amount of forest and equal amount of minerals should be guaranteed, if this is not the case, the map is considered a bugged map. Player objects: - 8 goats, controlled by players from the start - 1 priest with reduced range for conversion - 3+5 starting villagers - a hut that gives +5 pop space - a scouting camel Resources per player: - 1 relic per player - 1 close patch of fruit bushes - 1 close large gold mine (7 tiles) - 2 far gold mines (4 tiles each) - 2 very far gold mine (3 tiles each) - 2 close stone mines (5 tiles each) - 1 very far stone mine (3 tiles) - 2 wild Boars - 1 burning bramble bush, can be chopped down if you don't fear Divine Retribution! (don't worry, it doesn't do anything) Neutral resources: - Equal number of trees, and number of forest clumps for both teams - Fair distribution of fish on the seas: shorefish (200f) in shallow water, Perch in the deeper water (200f), and Marlin in the deepest water (350f) - Fair distribution of additional patches of fruit bushes (far from players) - straggler trees in the desert (palm forest tree) - straggler trees near the shoreline (reeds) - NO WOLVES (or other predators)
This map works in any setting where teams have equal number of players (1v1, 2v2, 3v3, 4v4). The map is designed for Age Of Empires 2: Definite Edition (Build: 101.101.46295.0.6421374) If the 'Team Positions' checkbox is ticked in the pre-game lobby, the teams will be placed in position where the lowest number and the highest number of the team (p1 and p7 for example) end up in flank position. If the 'Team Positions' checkbox is NOT ticked, players will be placed at a random position within their team. This does allow players to choose different colours, but it means they won't have control over the position within the team. CAUTION: make sure to pick colours correctly. In a 3v3 that means one team needs to pick the colours 1(blue, flank), 3(green, pocket), 5(teal, flank). The other team will play with the warm colours 2(red, flank), 4(yellow, pocket), 6(purple, flank). Download the zip file in the attachment. Extract it using software (like WinRar). Place the .rms file in your random-map-script folder which most likely can be found by navigating to: C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\resources\_common\random-map-scripts Make sure the file is named 'Yam Suph.rms' If you want to make changes to the map script for private use, make sure to save the file with a new name. I kindly request not to spread these new versions of the map script without my permission, to prevent confusion among the community. For suggestions, requests, installation help, bug reports or any other map-related questions you can contact me via PM on AoeZone, or message me on discord: HenkDeSuperNerd#3321
Competitiveness | Complexity | Originality | Visual Appeal |
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6.3 / 10.0 | 6.7 / 10.0 | 8.0 / 10.0 | 4.3 / 5.0 |
Large plateaus in the middle of the map will funnel players into fighting in chokepoints. These canyons contain the extra gold on the map and will be a key area for player to focus on. Players will need to be conscious of the key areas where enemies can push.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.9 / 10.0 | 7.3 / 10.0 | 8.3 / 10.0 | 3.4 / 5.0 |
Most of the gold on the map is near the players which can be difficult to defend. These areas are cracked terrain, at a low elevation, and surrounded by quicksand. Controlling the rest of the map will result in favorable engagements throughout the game, even if the outside doesn't contain resources that players will immediately need.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.0 / 10.0 | 6.6 / 10.0 | 7.0 / 10.0 | 3.3 / 5.0 |
The world's largest desert is neither sandy nor hot. It is a frozen uninhabitable wasteland covering the continent of Antarctica. Any attempts at colonization require importing wood, food and other supplies. Map features: -Scattered piles of infinite wood instead of woodlines -One granary with 1000 food -No boar or deer -4 starting pigs -Scattered geese -Plentiful fish
Competitiveness | Complexity | Originality | Visual Appeal |
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5.9 / 10.0 | 6.1 / 10.0 | 7.9 / 10.0 | 3.7 / 5.0 |
This map takes inspiration from the Painted Desert, a badlands in Arizona, although the end product admittedly looks more like Badlands National Park in South Dakota. Whatever; it's a badlands desert. Badlands are formed by the extensive erosion of bedrock and soils, giving rise to huge canyons and mesas with a distinctive striped appearance. In this map, players start at the edge of the badlands, beneath a forested plateau surrounding the map. Resources are mostly standard: six forage bushes, eight pigs, four deer, two javelinas, two stone piles, but only two gold piles. The middle of the map is rugged and very open, and houses all of the relics and neutral gold. All of the neutral stone, meanwhile, is nestled among the forest at the edge. Players are always going to be extremely vulnerable at the front of their bases, spawning close to elevation with most of their resources forward. While they can retreat into the forest for a more defensible position, doing so will forfeit gold. This map is all about controlled aggression!
Competitiveness | Complexity | Originality | Visual Appeal |
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6.6 / 10.0 | 6.6 / 10.0 | 6.4 / 10.0 | 4.0 / 5.0 |
Carcross Desert, popularly known as "the world's smallest desert," is a dry, sandy area measuring approximately one square mile, nestled improbably among the mountains and lakes of northern Canada. In this map, players start in the snowy mountains, where the lakes, forest, and elevation create numerous choke points. Resources are standard, but watch out for bears! The desert itself can be found in the middle of the map, and houses six relics.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.3 / 10.0 | 6.9 / 10.0 | 6.0 / 10.0 | 3.7 / 5.0 |
A gravelly mountain range in center of Asia, sometimes referred to as the "Roof of the World", through which some of of the northern silk route traveled. Map features: -Players start with a true nomad start -Wood is found exclusively in the mountains where it can be difficult to construct a town center -Overall layout is a random series of flat plains and and a large amount of rocky cliffed mountain areas
Competitiveness | Complexity | Originality | Visual Appeal |
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4.1 / 10.0 | 6.9 / 10.0 | 8.0 / 10.0 | 3.9 / 5.0 |
Inside an unforgiving clay desert lies a valley littered with mysterious round balls, perfectly shaped and alien in their entirety. Perhaps there is treasure inside? Time to crack one open wide! The Valley of Balls situates inside the Ustyurt Plateau with its remnants of times past. The clay desert expands and the lifegiving Aral Sea nearby declined now. What once was is lost, but the Ustyurt Nature Reserve tries to give a bigger picture of the surrounding areas before the man-made disaster. A land of semi-desert filled with clay, steppes and sparse shrubbery with a resemblance to Mediterranean climate. The plateau giving abundant ground for saiga and other hardy horned mammals to roam. Cluttered by elevation shifts, depressions and pillars alike that offer the grazers a refuge from potential wolves or jackals that also frequent here.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.0 / 10.0 | 6.4 / 10.0 | 7.0 / 10.0 | 3.3 / 5.0 |
Wood near the players on this map is very sparse. Most of the extra gold on the map is concentrated around a central pool. Players can control the gold in the late game if they control the water, but they will need wood in order to build ships. Most of the wood on the map is in the corners and very far from the center.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.9 / 10.0 | 5.9 / 10.0 | 6.9 / 10.0 | 3.1 / 5.0 |
Greenland is the largest island in the world and belongs to Arctic polar deserts. Some interesting facts: - Although mostly white, it was deceptively named Greenland by Erik the Red to encourage others to join the Viking settlement in the 10th century. - Greenland's today flora consists of shrubs, but there used to be birch woodlands until the Vikings stripped the island bare of its natural forests to build homes and ships. - Likewise, Arctic penguins became extinct in 1844 due to hunting and poaching of eggs. Knowing this, I decided to pay tribute to the former Greenland by including trees and penguins. The map is inspired from the surroundings of the city Tasiilaq (see pictures). It ended as a mix of El Dorado and Gold Rush and therefore is quite standard. There are 4 gold tiles per player, but the amount of golds can be tuned depending on when we want the players to invest into controlling the centre. I could also just put stone instead of gold in the centre and give standard gold piles to the players to obtain a different gameplay than El Dorado / Gold Rush, the possibilities are endless.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.9 / 10.0 | 6.7 / 10.0 | 5.9 / 10.0 | 3.0 / 5.0 |
A cross between Team Acropolis and Bedouins. The high ground is easily defensible and contains much gold and stone and relics. The lowlands contain much more wood and shore fish for food.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.7 / 10.0 | 7.0 / 10.0 | 6.4 / 10.0 | 3.1 / 5.0 |
A region inside the Atacama desert that has acquired itself a name from a hardy plant that used to cover this vast area. The tamarugo is a bushy tree (felt fitting to use the bush forest for that regard, though it can grow up to 15 metres tall) which manages to persist in one of the most toughest climates of the world. Managing to grow without the benefit of rainfall and even growing on saline soils the tamarugo gets it share of water from dew or absorbing it from the atmosphere and deep groundwater with the help of extremely long-reaching roots. The tree has been vital for the ecosystem with its produce and leaves. For us humans, a source of wood so important that it was almost cut to extinction in the 19th century. Since then there has been effort to replant the tamarugo in increasing numbers to sustain the needs of humans and the wild. Its remarkable traits have caused much interest in the tamarugo, thus causing cultivation of it in countries of different climates entirely.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.0 / 10.0 | 6.0 / 10.0 | 6.3 / 10.0 | 3.6 / 5.0 |
Special: This map was developed for the World Desert Championship AOE2 tournament, organized by Huehuecoyotl22. The maps submitted for this tournament were required to represent a specific real-life desert or desert feature, and the inspiration for Kharga is the El-Kharga oasis in South-Central Egypt. The El-Kharga oasis has been inhabited since Egypt’s New Kingdom (possibly even earlier), and today one may visit the ancient Temple of Hibis dating back to the 6th century BC. Premise: The sandy dunes of southern Egypt are rumored to be rich in gold, lost and forgotten from another era. You have been dispatched to recover these riches, but the harsh Khamsin has led your expedition astray. Running low on supplies and hope, you reach the summit of a rocky ridge and behold a lush, green oasis in the valley below. Buzzing with life, this spectacle is no mirage, but others have come to claim the bounty of El-Kharga oasis for themselves! Your Scouts Report: Each faction begins the game on a ridge in the North, South, East, or West, overlooking the El Kharga oasis. These craggy bluffs may contain all the stone in the area, but they are too lifeless and rugged to support any fortifications, let alone a starting base. In the center of the region is an elliptical oasis. It consists of water, surrounded by muddy beaches and dense palm forests. Progressing outward from the fish-abundant lake, terrain becomes drier and trees are less thick, but there are still plenty of forage bushes, rhinoceroses, and ibex. Beyond the perimeter of the oasis is the desert. Devoid of life except for the occasional lost goat, these sandy dunes are the only place that gold may be found in this area. Other Notes: The basic layout of this map is pre-computed with two aspect ratios (0.3 or 0.4) and two orientations (NW-SE or NE-SW) for a total of four possible configurations. Even though player start is always the same (in the corner ridges), the map script selects one of these oasis configurations at random, so it is impossible to predict the shortest path to the trees. All features, including forests, gold locations, hunt-able food, sheep, etc. are random with exception of the stone which is always located in the corners.
At just under 3 MB, this script is large and estimated to require about 2.5 minutes of transfer time in lobby even if everyone is subscribed to the mod. This is an artifact of DE unranked setup. Author: Discord contact: ThorsChariot#3598
Competitiveness | Complexity | Originality | Visual Appeal |
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2.6 / 10.0 | 6.0 / 10.0 | 8.4 / 10.0 | 3.4 / 5.0 |
The sand dunes of Chara Sands are surrounded by mountain ranges and forests in the center of the rather inhospitable areas of Siberia. The open nature of the desert promotes aggressive gameplay. Food resources are scarce. There are no boars on the map. You start with 4 sheep (2 groups of 2), 2 patches of deer (3 + 4) and some berries next to the TC. However, on the edge of the desert there are ponds that offer fish. Players have 2 patches of gold (4 tiles each) and only 1 patch of stone with just 2 tiles. Additional gold can be found in the desert area, whereas stone is only available near the mountains. In case you decide to walk through the desert, beware of bears roaming around! Although not originally inspired by it, I guess the map has some similarities with Colosseum or Bedouins.
Competitiveness | Complexity | Originality | Visual Appeal |
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6.6 / 10.0 | 5.9 / 10.0 | 4.9 / 10.0 | 3.1 / 5.0 |
Inspired by the Thar and Kutch Desert of West India, Soorma(meaning 'Brave Warrior' in the local langaugae) features patchy circles of wood that have narrow pathways to walkthrough. The inner circle(farther) has thicker woodlines and hunt to gather and relics on cracked sand terrain, characteristic of the Kutch desert, while the outer circle(closer) patchy woodlines with gold and stone outside, characteristic of the Thar desert. Players start with 6 sheep, 2 boards, forage closeby the TC and a small pile of 200 gold right next to the TC.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.9 / 10.0 | 5.3 / 10.0 | 7.0 / 10.0 | 2.1 / 5.0 |
Desert elephants gather around a lone oasis, surrounded by a sea of dunes and the skeletons of less fortunate animals. Map features: -Standard resources except boars -A large number of elephants in the center -3 guaranteed player woodlines -Neutral woodlines are replaced by straggler trees with a large amount of extra wood per tree
Competitiveness | Complexity | Originality | Visual Appeal |
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5.6 / 10.0 | 5.1 / 10.0 | 6.3 / 10.0 | 3.0 / 5.0 |
This map is partly based on my ECL entry Dry_River (I didnt want to redo all the position stuff, which takes ages 11). Basically this is supposed to be a Wadi somewhere in the middle East, eg. in Syria or Iraq. The players spawn on top of the cliffs of the wadi, which are on purpose not as high as possible, to avoid 3 hour games. in the shadow of the cliffs are many small spots were not only the water of the last rainfall gathered, but also zebras/ostriches and plenty of fish. In the middle we have a vast desert with very few heat resistant baobab trees. Older empires (basically the charriot archer simulator civs from aoe1) left some treasures such as gold and relics back for which heavy fighting will occur. I immagine this to be a fast paced map with plenty of scouts, camels and archers. Positions shouldnt matter too much here, but what matters a lot is speed.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.9 / 10.0 | 5.3 / 10.0 | 5.1 / 10.0 | 2.9 / 5.0 |
So firstly, I found this: https://en.wikipedia.org/wiki/Great_Salt_Lake_Desert Then I looked at the map Ghost Lake? I turned the ice lake into a salt lake, and cheesed some object generations from Serengeti. There you have it, Salt Lake.
Competitiveness | Complexity | Originality | Visual Appeal |
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7.1 / 10.0 | 5.1 / 10.0 | 3.1 / 10.0 | 2.9 / 5.0 |
The Central Plateau (Māori: Waimarino) is a large desert plateau in the North Island of New Zealand, containing numerous active volcanoes. It was the main location for the filming of Mordor in the Lord of the Rings trilogy. Players start close together on the plateau, and must descend to the lowlands around the edge of the map for wood. Resources are standard, but this being New Zealand, there are many sheep to claim. New Zealand also lacks any large land predators, so villagers won't need to worry about wolves. The plateau itself is dry and barren, but contains numerous volcanic lakes and gold piles. It is surrounded by Mt Pihanga to the north, Mt Kaweka to the east, Mt Ruapehu to the south, and Mt Taranaki to the west. This map promises to be highly chaotic and aggressive, with players needing to maintain a presence both on the edges and the middle of the map.
Competitiveness | Complexity | Originality | Visual Appeal |
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5.3 / 10.0 | 4.7 / 10.0 | 5.9 / 10.0 | 2.3 / 5.0 |
The Chara Sands is an area of sand in Siberia. It is a small and cold desert rounded by pine forest. The map have gold and relics in the central dunes.
Competitiveness | Complexity | Originality | Visual Appeal |
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4.9 / 10.0 | 4.9 / 10.0 | 4.1 / 10.0 | 2.3 / 5.0 |