|
|
|
|
|
September 18th, 2006, 02:00 AM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
New Map - AomOrc
-- Title and image file
#dom2title AomOrc - (260 provinces for Dom2).
#imagefile AomOrc.tga
#domversion 175
#defaultmapzoom .75
#description "My second map with base image created in the Age of Mythology editor and some additions and modifications in GIMP.
260 provinces, 228 of these are land and 32 are under water.
Suitable for up to 17 players.
Map Version: 1.00"
If you find any missing neighbors or mislabeled provinces, please let me know. Enjoy.
UPDATE: Version 1.01 Critical Update .
Changes include:
Fixed buggered water start.
Recommended players now up to 10 land & 2 water.
10 land starts defined and 2 water starts.
Renamed "Deadlands" swamp to "Bugmud". (It just bothered me.)
One of the start positions can be a rough one, but for the right nation can give easy access to potential gem power and strategic location.
Last edited by Ballbarian; August 18th, 2008 at 09:29 PM..
|
September 18th, 2006, 02:02 AM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: New Map - AomOrc
Here is a thumb:
I had a version where I had added extensive graphics to spice up the black corners, but it increased the file size too much to justify it.
|
September 18th, 2006, 06:53 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
Re: New Map - AomOrc
Nice.
|
September 18th, 2006, 09:33 AM
|
|
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: New Map - AomOrc
Excelent!
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|
September 18th, 2006, 10:39 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: New Map - AomOrc
Another great example of using another program to make a map.
Good job.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
September 18th, 2006, 08:08 PM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: New Map - AomOrc
Thank you for the positive feedback!
I hope to eventually add some alternative map files to provide for game types with fixed starting locations and special thematic creatures and sites. Maybe even support for victory points, but at this point I have not given it much thought. (Although I would be tickled pink if someone else wanted to tackle that project. )
I did take a little time to rename a few provinces before I uploaded it: Smoulderwood, Ash Pits, Blisterbough, Oozing Hills, Bubbling Rot, etc.
One disappointment with the AoM screen capture was that it doesn't retain the special effects in the image. It is just an image of the map minus the elaborate animated features. Would have looked pretty awesome if it would have retained that part of it in the final image. Of course that could be overdone, but in small doses, it could have really enhanced the flavor of the final map. Smoulderwood and Blisterbough just aren't the same without the fire and smoke.
You may have noticed the large grouping of swamp provinces. This is an experiment that I have wanted to try for some time. I am hoping that when playing Ctis or Pythium in particular that I can exploit swamp survival a little. I have been playing most of my games with difficult research, low site frequency and world richness high so that I tend to rely on recruited units more. Never felt like I was getting a lot of value from swamp survival. Sounds like that may well change in Dom3. It would be nice to see more terrain dependent effects upon units in future Dom3 patches.
|
September 19th, 2006, 01:21 AM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: New Map - AomOrc
After further testing an update was absolutely a must.
Attached is version 1.01 (map file only).
Changes:
Fixed buggered water start.
Recommended players now up to 10 land & 2 water.
10 land starts defined and 2 water starts.
Renamed "Deadlands" swamp to "Bugmud". (It just bothered me.)
One of the start positions can be a rough one, but for the right nation can give easy access to potential gem power and strategic location.
|
September 19th, 2006, 01:58 PM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: New Map - AomOrc
While we're on the subject of random names, I don't suppose anyone is interested in my Sentencer Exclusive (Beta), a very (very) simple program that I whipped up using C that makes up random words (or rather, sentences), in a way that they are 100% guaranteed to be pronounceable (though a few tongue-breakers are inevitable), and is based on a table of frequency of the different letters in English, so it will probably seem english-esque.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
September 19th, 2006, 07:51 PM
|
|
Colonel
|
|
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
|
|
Re: New Map - AomOrc
Your name lists will make a great resource Gandalf. Do you have similar name generators for swamp, mountain and wasteland?
With the answer I got regarding the Dom3 map editor here,
I have an idea for a change in direction for my hexmap project. I won't discuss it further here, but maybe I will post some of my thoughts in the other thread.
Agrajag, I don't personally have a need for it, but it sounds very cool.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|