Age of Empires II (2013)

Age of Empires II (2013)

Zetnus's 75th Hunger Games v2
21 Comments
Zetnus  [author] 16 Nov, 2015 @ 2:36am 
@EBK_614 - Nope. If any of my maps require DLC, it will be stated explicitly in the description.
EBK_614 16 Nov, 2015 @ 1:33am 
do we need the DLC to play this map?
Zetnus  [author] 12 Aug, 2014 @ 2:39am 
Metro Man 8 Aug, 2014 @ 12:30am 
thanks
Zetnus  [author] 7 Aug, 2014 @ 11:56pm 
@Supreme Dalek - ZN@Hunger_G_75_v2.0
Metro Man 7 Aug, 2014 @ 6:38pm 
what the map called in game?
gagman 7 Aug, 2014 @ 3:14pm 
i played a round and the AI handle it now better with this settings.
all fine thanks again.
gagman 7 Aug, 2014 @ 11:21am 
btw the i liked your idea of place stone & gold pieces around the map ! :D
gagman 7 Aug, 2014 @ 9:49am 
tyvm i'll take a look asap !
Zetnus  [author] 7 Aug, 2014 @ 1:17am 
Ok, I've made a few more changes. There are two versions now - the SP version lets the AI start with buildings to give it a better chance. The MP version has everyone starting in the center. I'll publish this map in the steam workshop soon, so that everyone can enjoy it.

https://dl.dropboxusercontent.com/u/48628193/Frontier_beta2.zip
Any more feedback before I publish it?
gagman 6 Aug, 2014 @ 10:26am 
6 +/-2 wolves sounds good.
the idea sounds not bad - i know you do good maps so i think you can look about it - changes not always unwanted :)
Zetnus  [author] 6 Aug, 2014 @ 7:43am 
How many wolves would be a good amount? At the moment I've reduced it so that each group is 6 +/-2
Also, I'm thinking it might make sense to scatter single stone and gold mines around the forest too, so that it's not all concentrated in small areas. But that might not fit very well with the theme of the map ... what do you think?
gagman 4 Aug, 2014 @ 11:39am 
imo dense (1 space between trees) looks better
map looks all fine - i liked the junk and outlaw extra :D
but at the gold area there are a way to much wolves.
thanks.
gagman 4 Aug, 2014 @ 10:45am 
good work need time - thanks, i'll play this maps asap
Zetnus  [author] 4 Aug, 2014 @ 7:31am 
@gagman - It took a while, but I think I've come up with something that looks like that scenario. Could you please test these two maps and tell me which tree placement you think is better?
dense (1 space between trees): https://dl.dropboxusercontent.com/u/48628193/ZN%40Frontier_v0.0_DENSE.rms
open (2 spaces between trees):
https://dl.dropboxusercontent.com/u/48628193/ZN%40Frontier_v0.0_OPEN.rms

Also, tell me if there is anything else I should add or change.

I still need to come up with something that lets the AIs play this map, because in the current state they can't build and end up resigning...
Install Wizard 30 Jul, 2014 @ 7:43am 
This guy in the video has ADD or something with the massive spam clicking. Clicking more than once doesn't make him move faster. God I hate spam clickers. :KScared:
gagman 20 Jul, 2014 @ 9:39am 
if its no problem for you it would be nice, yes. thanks for that.
Zetnus  [author] 20 Jul, 2014 @ 9:35am 
Are you suggesting that someone (me) should make it as an RMS?
I'll give it a go and see what I can come up with.
gagman 20 Jul, 2014 @ 9:00am 
ok thanks for the answer, the trees have always 3 space betweeneach other:
if you want a example the name called in workshop the frontiersmen, its sad that it isnt RMS.
Zetnus  [author] 20 Jul, 2014 @ 8:33am 
Cliff placement cannot be controlled, but other than that a map like that one should be doable.
Am I correct in seeing that all the trees have one space between them? Even that should be possible to recreate, although the pattern might not be as regular.
gagman 20 Jul, 2014 @ 7:52am 
i like your maps you do a good work, i want ask if it is possible to also script maps in this style: http://s14.directupload.net/images/140720/2xoybqg3.jpg