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Downloads Home » Random Map Scripts » Tiny Random Land and Tiny Random Water

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Tiny Random Land and Tiny Random Water

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aom expert
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Version: AoM: The Titans
Tiny supremacy maps! Ever-increasing in popularity, this new twist on random maps can be quite entertaining. So what are the benefits of having tiny/small random maps?

  • Naturally less lag
  • Closer to your allies
  • Easier scouting
  • Dive into battles earlier
  • Shorter game time

    And more!

    The default size for these maps is Tiny, based on the same relationship between the normal and large size. Setting the size as Large on these maps will give you a correct Small size, so you have two brand new options here.

    Put all files in your RM2 folder, preferably the one in documents and settings, because this is where all your rms get downloaded to, unless you have the EE, where there is only one rm folder.

    Enjoy these, and don't forget to host!


    PS. The reason why i have two seperate maps for land and water, is because the map icon doesn't show for the game, and it would be very frustrating for some when they'd get hunting dogs and realize later that the map was water. I had to constantly tell them, and it really wasn't fair.

    *Update: I've now included single tiny versions of non-standard rm's.
  • AuthorReviews   ( All | Comments Only | Reviews Only )
    Rating: 3.5
    Overall these maps are a pleasant variation on the original random maps. The concept of making the original maps smaller is rather simple however it does provide a nice twist to supremacy. As you say in your overview the smaller maps do result in less scouting, closer resources, allies and enemies. The result is a faster paced game.

    On the smallest map size (normal) space is rather limited and obstructed play a little. I found the normal map size a bit gimmicky and although fun to play a couple of games on the gimmick of a tiny map does wear off. The large map size was rather nice. It had the benefits of a smaller map without feeling restrictive. The large maps were also less prone to random imbalances.

    There were a few minor problems (others may see them as enjoyable quirks). For some of the maps on the normal map size the number of trees did seem excessive to me. The excessive number of trees were not useful in the sense that they reduced the distance to resources. They did however restrict the size of your base and where you could build, Sometimes not even enough space for farms around a Town Centre. A positive to a lot of trees was that it made building walls easier making them more prevalent than on a larger map. Again on the issue of space, some maps have space around the outside between starting Town Centres and the edge of the map. In the case of some maps like Midgard there is a ring of water around the edge. I feel maintaining the absolute size of this water rather than relative would be better.

    To summarise, I see this set of random maps as a rather simple idea executed rather simply yet effectively. The idea is pleasant however not novel (as scenarios such as Tiny already exist). You are also piggybacking off the work of Ensemble Studios. Both of these points reduce the overall score. The maps are fun to play on and add variation to supremacy, etc. The games are usually faster than their respective maps.

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