View Full Version : Rex's Map Pack
Rex rgis of Ter Mar 22, 2008, 08:03 PM Rex's Fall From Heaven Map Pack (http://forums.civfanatics.com/downloads.php?do=file&id=8844)
7th Most Downloaded in Fantasy Map Category!
Alfheim: Elves at War
Mulcarn's Reign has ended, and the elves have risen again. Faeryl Viconia and Arendel Phaedra have untied the Ljosalfar and Svartalfar, but war is unavoidable. The two must destryo the other to unite all of elfdom.
The map is duel sized, and Always War, along with Requires Complete Kills. Acheron is preplaced, to prevent him from burning everything down. Both civilizations have good starts, and lots of resources are on the map. However, some resources, like Reagents, are numerous but areall within 4 tiles of eachother, making the control of this small area necessary.
Civilizations:
Ljosalfar
Svartalfar
Mulcran's Waste
Mulcarn is dead. The thaw has spread. But not everywhere is so fortunate. In the northern wastes of the world, beyond Mulcran's Spine is a vast tundra. Those south fear the ferocity of it's inhabitants, and those north fear the heat and wisdom of the southerners.
Set in a small map, the Illians and Doviello must foght to control the tundra, whil the Svartalfar, Luchurip, and Amurites fight to control the south, and defend from the barbaric north.
Civilizations:
Amurites
Doviello
Illians
Luchurip
Svartalfar
Desert of the Three
The Desert has three major Oasis. One is the Shining Oasis, home of the righteous Malakim. To the South is the Red Oasis, where the bloodthirsty Calabim Vampires dwell. Another, the Fallen Oasis lies in between, where the Dragon and it's orchish servants live.And to the north lies a vast mountain range where the Grey dwell. Will you dare to best the dangers of the Three?
Screenshots
http://img156.imageshack.us/img156/917/civ4screenshot0006cd2.jpg (http://imageshack.us)
http://img89.imageshack.us/img89/4516/civ4screenshot0007sn0.jpg (http://imageshack.us)
http://img524.imageshack.us/img524/8776/civ4screenshot0008xp7.jpg (http://imageshack.us)
http://img156.imageshack.us/img156/7563/civ4screenshot0009kq1.jpg (http://imageshack.us)
Civilizations:
Malakim
Calabim
Sidar
Archipelago of the Monks
A great archipelago lies in the center of the world. Many holy sites are here, including the Maelstrom, Pool of Tears, Mirror of Heaven, Odio's Prison and more. The Elohim seek to protect and preserve these sites, and defend them from the Armaggedon. The Sheaim plot to take them and corrupt them, hastening the End. Who will have victory in these treacherous waters?
The Goal the player should try to obtain is to take all of the Unique Features.
Screenshots
http://img177.imageshack.us/img177/5233/civ4screenshot0002ty4.jpg (http://imageshack.us)
http://img246.imageshack.us/img246/6116/civ4screenshot0000xt0.jpg (http://imageshack.us)
http://img156.imageshack.us/img156/3499/civ4screenshot0001oe0.jpg (http://imageshack.us)
Civilizations:
Elohim
Sheaim
Sirona's Vale Sirona protected three tribes in a sheltered valley during the Age of Ice from extinction. Now, at it's end, the three nations, all loved by Sirona must expand to stop the orcs from taking away the Vale.
Set in a small map, Three goods civilizations, the Elohim, Kuriorates, and Ljosalfar start with amazing capitals. However, no one can build settlers, so must capture the powerful orcish cities throughout the Vale.
Civilizations:
Ljosalfar
Elohim
Kuriorates
Cultured Explorers
The Kuriorates and Balseraphs were left as heirs of Patria. Perpentach met with the Boy King and forged an agreement. No war would ever come between their people. The two must abide by this, now seeking to use their culture to take each other's city. However, the Islands surrounding are home to many artifacts useful in combatting the Orcish hordes that will attack. The Artifacts are guarded by Sucellus' Cult, Tali's Elves, Enchantments, Dwarves, and many more. In order to survive they must become cultured Explorers.
Civilizations:
Kuriorates
Balseraphs
The Magick Isles
While Os-Gabella and Valledia the Even build up their empires in far away lands, Dain and Tebryn Arbandi were sent to lay claim to the most magical land in Erebus. Conatining many mana nodes, several islands, including the Isle of the Beast, Isle of Balance, the Red Isle, and more, the two mages must use their magic to overcome and lay claim to the Magical treasures of the isles.
Civilizations:
Amurites
Sheaim
Sea of Copper
The Sea of Copper did not use to exist. In the Age of Magic it was a great basin where the Kraz- Ke- Zhun mined and built their cities. When the age of Ice came, the basin was filled by glaciers, which melted upon Mulcarn's death creating a sea. The sea is known for it's bountiful Metal Ore, which has attracted many Tribes. The Khazak and Hippus start on continents on either side of the map, with the Lanun starting on a southern island.
Civilizations:
Hippus
Lanun
Khazak
Rex rgis of Ter Mar 23, 2008, 01:36 PM Reserved for Age of Dragons Series
DharmaMcLaren Mar 23, 2008, 04:09 PM Nice maps. :D
Got a chance to play Desert of the Three, very well done.
Psychic_Llamas Mar 23, 2008, 07:09 PM any change of sreenshots? im really interested but want to see minimap pics first ;)
Rex rgis of Ter Mar 23, 2008, 07:18 PM I uploaded the starts and other shots for the Desert and Srchipelago. You'll have to wait for the other two.:)
I am planning on creating more when the muses strike me. I do go for requests, or at least try to. I do not make hell maps, as resources are buggy on the map.
Demus Mar 24, 2008, 04:07 PM The maps are looking good :). I'd still like some other scenario's, with some of the civs currently not in the map pack (lanun, hippus, kurio's, khazad).
You could combine the lanun, hippus and khazad into a "rush for gold" type scenario, since those 3 seem to be the most gold-orientated. Each start in a different corner with their home terrain (snake-like continent for the lanun, plains for the hippus, hills for the khazad), with a large mountainrange in the center holding all the higher metals and gold/gems.
Rex rgis of Ter Mar 24, 2008, 06:12 PM That's a wonderful idea. I have been looking for a way to include the Hippus, and that sceanario is a very good idea. I'll start working on it tommorow hopefully.
MagisterCultuum Mar 24, 2008, 07:16 PM Else why do your sheep not graze on the hills of Nimarail? Surely the grass grows as lush there as ever?"
"Our sheep are happier on the hills of the Conneb-Hippi
The civilopedia seems to imply that the Hippus too are from a hilly land.
Turnad Apr 14, 2008, 03:13 AM Im sorry if this sounds abit stupid but I cant figure out where to put the files, can anyone right up a step by step?
Demus Apr 14, 2008, 06:50 AM your civ 4 map /bts/publicmaps
Deon Apr 14, 2008, 12:15 PM Or /bts/mods/fall from heaven 2 30/publicmaps/
This way you won't see scenarios anywhere but in ffh2.
WCH May 04, 2008, 11:50 PM Oh man, those look awesome. More please!
My favourite conflicts are really powerful military powers in a direct standoff, like over a small, super important region. That's totally in here in the form of the Reagents in Alfheim and the features in Archipelago of the Monks, but always using civs of a less brute-force style than I'm used to.
Grigori versus Hippus would be amazing... maybe I should make such a map, but I don't know nearly enough about the lore... maybe in June when I've played some more!
I think I'm going to go try out the Calabin v Malakim map. Man. (C/M)ala(b/k)i(n/m). Never noticed that before. You can tell I'm new to this game.
DharmaMcLaren May 05, 2008, 02:54 PM And they're actually the Calabim, so it's (C/M)ala(b/k)im. "Im" is a Hebrew plural ending, you see. Even more similar than you thought! :P
Rex rgis of Ter May 06, 2008, 07:44 PM Good News! I'll have another batch of maps ready for the weekend release! They are-
The Halls of Gold- The Khazak, Lanun, and Hippus surrounding a massive mountain range of gold, gems, mithril, etc.
Arc of the World- A duel map featuring a mountian range with the Khazak and Luchurip on either side.
Sirona's Vale- This small valley is home to peacful civilizations, including the Elohim, Sidar, and the Luchurip
Look for the update!
DharmaMcLaren May 07, 2008, 03:29 AM Ooh, are those builder maps I see? :P
Rex rgis of Ter May 07, 2008, 03:29 PM Once these ,maps are done the following civs will have not been used in any map (excluding Mercurians and Infernals):
Bannor
Balseraphs
Clan of Embers
Grigori
Kuriorates (Will add to Sirona's Vale, replacing Luchurip)
So I need a map otr two that wil incorporate unused civs.
Some suggestions (Please Comment):
Labruscum (The Bannor and CoE slug it out in the jungle)
The Adventures of Carrow (Grigori centered map with the Balseraphs, Kuriorates, and Lanun surrounding them)
Any other ideas?
Demus May 07, 2008, 06:50 PM heaven vs hell: bannor + elohim vs sheiam + clan/calabim, double armageddon changes. A team battle with a few easily fortifiable mountain passes (fort on forested hill surrounded by water?)
A Kurio vs balseraph culture war (maybe even with always peace on)?
Rex rgis of Ter May 07, 2008, 07:45 PM I might do the first one, but I don't think always peace works well with FfH/ Good idea though.
I completly finished Sirona's Vale and it is very different then it started.
There are 3 civs, the Ljo, Kurio, and Elohim.Each civ starts with a very powerful start, but there is a catch, 'No Settlers' is enabled. Luckily, several barbarian cities lie throughout the valley, all with monopolies over different resources. The three sides are made for good diplomacy, with peace raining over the vale.
WCH May 08, 2008, 12:15 AM I started on one but I'm a newb at map design so I didn't get that far and wasn't that happy with what I had (I'm a DM, concept is what I'm good at).
Idea was a Highland map, split in two by a massive mountain range which has only one pass, and the pass is surrounded on both sides by seas, with a mineral rich island in the centre (has one source each of gems, copper, iron, mithral and marble). On that island is Acheron's city, and it touches both halves of the sea. Hippus are placed to the west of the range, by the sea, and Grigori to the east, idea being that one of the two (probably Grigori due to Dragon Slayers) will take that city on the island, and that will become the key strategic point of the game. Acheron's presence means that Hippus and Grigori will both separately grow strong before having contact with one another.
In order to give them each someone to fight with, I placed Doviello to the west of Hippus, and Bannor to the east of Grigori. Starting all four civilizations off with some cities, but making it so that Hippus and Grigori have substantial (but not crushing) advantages over Doviello and Bannor (figured those'd be the perfect targets for Hippus and Grigori, respectively: raiding skirmishes run against the savages in the former, and a punishing of the self-righteous sheep in the latter). Possibly using Always War setting, haven't decided.
In theory, that should lead to a situation in which Hippus and Grigori become separately mighty, and then clash in the dragon's city.
As I said, though, I wasn't happy with the actual map that I ended up with... so... if you (or anyone else) would like to do the grunt work of actually implementing this concept... I'd love you forever. Or at least until something shiny distracts me.
Alternatively, does anyone have some tips for using the map editor? Is there a guide somewhere?
Rex rgis of Ter May 08, 2008, 01:59 PM I'd definetly like to try this idea out, perhaps relacing the Doviello with the Clan of Embers.
It won't be started until my current 2 maps are done, but I'll definetly make the map.
WCH May 08, 2008, 02:56 PM Hurray!
Yeah, the Clan works too. Really, the Clan and the Doviello are pretty interchangable in my book... research penalty, evil, at peace with barbarians, world spell which gives you a massive army of weak units... they're barely even different Civs. Except that the Clan is generally regarded as much more effective in practice.
Rex rgis of Ter May 09, 2008, 02:46 PM Progress on Arc of the World-
I made four dwarven civs, or calns, all renamed to avoid confusion in the map. There are the Clan Ithralia, Clan Mutanbo, Clan Khazak, and Clan Halowel. Each Cal has an optimal start, and a mountain chain with 3 passes divides the Khazak dwarves from the Luchurip. The Map is coming out nicley and will hopefully be enjoyable.
Progress on Halls of Gold-
Rhoanna in the North, Kandros in the South, and Falamar in the Eastern Sea, make a compelling map, with a mountain range to the west hold every metal save copper. The map is nearing completion, and the new maps should be out tommorow.
I then will tackle the Grigori-Hippi map, and a new concept I've been working on, adventure maps. (more info on them later)
Rex rgis of Ter May 10, 2008, 03:12 PM The Arc and Hall are not as nice as I want, so I'm not releasing them yet. However, the file now contains Sirona's Vale. I willl continue to work on the Arc and Hall.
I'm also trying out your Grigori/Hippus game, and I decided to make the 'minor civs' more powerful. They are a real thorn in the civs back. Both seperate the 'major' civ from the sea, and have bad relations with them. It's going well. Iam thinking of making the map again, but with the Grigori/Bannor on the top, and Hippus/CoE on the bottom. This way, the climate will make sense if I make the Bannor/CoE in jungle, while the others are in grassland/plain. I'm debating having some religions pre-placed.
DharmaMcLaren May 17, 2008, 03:26 AM Is there an ETA on the next two maps?
Rex rgis of Ter May 17, 2008, 09:04 AM Actually, hopefully today or tommorow. They're coming along, but I need a few little tweeeks before they're finished.
DharmaMcLaren May 17, 2008, 11:47 AM Huzzah! \o/
WCH May 20, 2008, 02:37 PM So, any news?
DharmaMcLaren Jun 01, 2008, 01:16 PM No news, still?
Rex rgis of Ter Jun 01, 2008, 02:50 PM I've got my ethis week so I'm not really thinking about maps. However on Friday my break starts and you'll get your maps. Sorry if I'm sounding like a broken record.:(
civplayah Jun 04, 2008, 03:11 PM Any chance you can have this work with 2.032?
Sureshot Jun 04, 2008, 03:31 PM are you sure it doesnt? i know the maps i made for 0.31 still work for 0.32
WCH Jun 05, 2008, 04:56 AM are you sure it doesnt? i know the maps i made for 0.31 still work for 0.32Indeed. Save games are not compatible, but scenarios are.
Rex rgis of Ter Jun 12, 2008, 03:31 PM So Summer has started, I'm on bed rest, so it's perfect time for sceanarios. Arc of the World is almost done, followed by a very interesting map, Age of Dragons. CoE, Kurios, Illians, and Sheaim have taken over the world with their four dragons causing many nations to become absorbed into theirs, or hiding. The four draconic nations face off on the small and hidden Grigori, Amurites, Lanun, and the two elven empires (now united as a team).The map is standard size.
Rex rgis of Ter Jun 13, 2008, 07:09 PM New Map is being added now.
Cultured Explorers
The Kuriorates and Balseraphs were left as heirs of Patria. Perpentach met with the Boy King and forged an agreement. No war would ever come between their people. The two must abide by this, now seeking to use their culture to take each other's city. However, the Islands surrounding are home to many artifacts useful in combatting the Orcish hordes that will attack. The Artifacts are guarded by Sucellus' Cult, Tali's Elves, Enchantments, Dwarves, and many more. In order to survive they must become cultured Explorers.
WCH Jun 13, 2008, 10:21 PM Perpentach is insane, why would he make (or honour) an agreement to do things a certain way?
Rex rgis of Ter Jun 13, 2008, 10:30 PM It has been said several times that Perpentach is very honorable. True, he is insane and unstable, but he keeps his promises. Unfortunatley, he has a way with words which allows him to keep his honour clean often.
EDIT: Alright, it doesn't really make sense, but I had to explain the Always Peace setting somehow. Just pretend...
MagisterCultuum Jun 13, 2008, 10:43 PM Yeah, part of his insanity is a pathological need to keep his word. He'll follow all your agreements to the letter, but make you wish he didn't. He won't keep the spirit of the agreement.
A word of advise: Don't use any idioms that you don't want taken literally.
domino36963 Jun 13, 2008, 11:07 PM Does acheron move in the "Age of Dragons" scenario? I remember it not having any movement (stationary).
Demus Jun 14, 2008, 10:07 AM i just tried the cultural explorers map, and must say i quite liked it, even though there are a few major issues with it. For one, the explorations are mainly for fun, since none of the items found are actually of any use in a no-war map. Secondly, the balseraphs have a very distinct advantage in this map. Since perpentach starts out as creative, he'll most surely grab control of the remnants of patria in the center of the island. This 2 food 4 hammers tile allows him to get workers and buildings out of the gate a lot faster than cardith.
By the way, OO is by far the best religion for this map. For fun: get a speaker, upgrade him to command 3, and get as much of the special units as you can.
Note: the AI disbanded a couple of the units. The hammers, the netherblade and the infernal grimoire all were unprotected.
Rex rgis of Ter Jun 14, 2008, 10:21 AM I'm upgrading the map soon.
I was playing as the Kuriorates and used my world spell on the first turn to get Patria, which I held for the entire game. I founded FoL and got about 7 great artists by turn 300. Currently, Jubillee is 40% Kuriorate culture, so I think the starts are fine.
I noticed the barbarians disband units, so I'm going to get rid of the Netherblade Island. I'll get rid of two fauns and change the third to a Saytr. The Dwarves will be lessened but start with upgrades.
The Grimiore is supposed to be unguarded. If you mouseover the tiles leading to it, they require level 15 to pass through. It's a bug I discovered. When you place the Ring of Carcer on a tile the 15 level ability remains even after it is deleted.
Also, I'm adding Compact enforced, so Perp doesn't suummon Hyborem. He spawned in the barbaric south, so no Barbs would spawn.
Xuenay Jun 14, 2008, 11:18 AM I tried playing Cultured Explorers as a multiplayer game with a friend, but we got an Out Of Synch error from turn one. Re- and disconnecting didn't help, as the OOS hit the instant he got connected again.
Have others tried playing these maps as multiplayer, is this normal? Might the fact that we were playing 0.32e, and the maps were designed for 0.32b, have anything to do with it?
Rex rgis of Ter Jun 14, 2008, 11:41 AM New Version-
Cultured Explorers
Removed several dwarven shadows
Misty Island is now only for looks
Fauns removed, 2 saytrs added
Balor Removed
Compact Enforced added and Requires complete kills removed
Mulcarn's Waste
Changed Doviello Starting Units (Added Lucian)
Added Brigit and Ring of Carcer (It's well hidden)
I finished my Kuriorate game and flipped Jubillee on turn 334 (Better than Legendary Culture). However, Requires complete kills and Hyborem prevented a conquest victory.
Demus Jun 14, 2008, 12:46 PM i could pick up the grimoire with a waterwalking cultist, which was nowhere near level 15... so that's not working
Rex rgis of Ter Jun 14, 2008, 02:28 PM I'll take a look at it.
I'm thinking perhaps of deleting that island and replacing it.
Thanks for the feedback.
Demus Jun 15, 2008, 04:21 AM by the way, just out of curiosity: how on earth are you supposed to get a lvl 15 unit? i cleared the entire map using 1 speaker backed up by 2 cultists, and the speaker only got to 9.
DharmaMcLaren Jun 15, 2008, 05:28 AM That cultured explorers map was very fun - a really interesting play style. When can we expect more?
Xuenay Jun 15, 2008, 11:38 AM New Version-
Cultured Explorers
Since you didn't mention any 0.32b / 0.32e updating, I take it that that version difference isn't a likely reason for the OOS errors mentioned in my previous post?
Rex rgis of Ter Jun 15, 2008, 03:35 PM Version difference is probably not the reason. But I've never played multiplayer and know little about it.
@Demus
You can only get 100 xp from barbs, so you must attack Perp. I got a lvl 10 hill giant from harassing him. You have to use HN units. A smart strat would be to attack the city when you control a tile beside it.
Rex rgis of Ter Jun 21, 2008, 09:27 PM The Magick Isles
While Os-Gabella and Valledia the Even build up their empires in far away lands, Dain and Tebryn Arbandi were sent to lay claim to the most magical land in Erebus. Conatining many mana nodes, several islands, including the Isle of the Beast, Isle of Balance, the Red Isle, and more, the two mages must use their magic to overcome and lay claim to the Magical treasures of the isles.
Civilizations:
Amurites
Sheaim
The Isles include-
Isle of the Beast
The site of a once great mage city of Patria, the lord of the isle, Gastrius destroyed when the inhabitants rose up in favour of Kylorin. He destroyed the city, and turned the three leaders of the rebellions into Minotaurs cursed with a uncurable disiease.
Isle of the Crown
This is the centeral and largest island, home to Dain, Tebryn, and the Large obstacle between them.
Isle of Balance
A symmetrical island inhabited by Druids who worship Dagda.
Nantosuelta's Isle
The Icy Isle
A frozen Island to the north ruled by a witch and her frostling subjects.
The Red Isle
A fiery hell on earth home to rifts between Erebus and Hell.
On Age of Dragons-
Expect to see some regions in Age of Dragons to look like come of these maps!
(Cultured Explorers, Alfheim, Magick Isles, Mulcarn's Spine, and Sirona's Vale are all included.)
It's a standard sized map so it's takinga long time. Also, I'm working a map for gods of Old so there is a delay.
Rex rgis of Ter Jun 24, 2008, 12:46 PM Sea of Copper
The Sea of Copper did not use to exist. In the Age of Magic it was a great basin where the Kraz- Ke- Zhun mined and built their cities. When the age of Ice came, the basin was filled by glaciers, which melted upon Mulcarn's death creating a sea. The sea is known for it's bountiful Metal Ore, which has attracted many Tribes. The Khazak and Hippus start on continents on either side of the map, with the Lanun starting on a southern island.
Civilizations:
Hippus
Lanun
Khazak
The muses struck me so I created this map out of whim.
Morni Jun 25, 2008, 04:40 AM The Magick Isles
While Os-Gabella and Valledia the Even build up their empires in far away lands, Dain and Tebryn Arbandi were sent to lay claim to the most magical land in Erebus. Conatining many mana nodes, several islands, including the Isle of the Beast, Isle of Balance, the Red Isle, and more, the two mages must use their magic to overcome and lay claim to the Magical treasures of the isles.
Civilizations:
Kuriorates
Balserpahs
Surely you mean Amurites and Sheaim?
Demus Jun 27, 2008, 05:30 PM Sea of Copper
The Sea of Copper did not use to exist. In the Age of Magic it was a great basin where the Kraz- Ke- Zhun mined and built their cities. When the age of Ice came, the basin was filled by glaciers, which melted upon Mulcarn's death creating a sea. The sea is known for it's bountiful Metal Ore, which has attracted many Tribes. The Khazak and Hippus start on continents on either side of the map, with the Lanun starting on a southern island.
Civilizations:
Hippus
Lanun
Khazak
The muses struck me so I created this map out of whim.
Just played through the first half of a khazad game on this map. There are two things i think need improving with their position:
1. I would have strongly prefered it for there to be a land bridge to the mainland. Right now, they need to use boats to get out of their corner of the map.
2. The gem island. Unfortunately, you need a road going from the resource to a city in order to gain that resource. Since it's on a 1-tile island, the only way for the khazad to get gems is to settle on top of the island.
Rex rgis of Ter Jun 27, 2008, 06:42 PM Just played through the first half of a khazad game on this map. There are two things i think need improving with their position:
1. I would have strongly prefered it for there to be a land bridge to the mainland. Right now, they need to use boats to get out of their corner of the map.
2. The gem island. Unfortunately, you need a road going from the resource to a city in order to gain that resource. Since it's on a 1-tile island, the only way for the khazad to get gems is to settle on top of the island.
1. The Map is supposed to have a strong amount of ship use. The Khazak can expand south and fit many cities, followed by founding on the northern island.
2. The Gem Island is a plains, hill (+1 hammer, ) and has 4 (5?) sea food resources. It's made to be a ssemi- GP farm.
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