WELCOME IN CoBL CLAN

Join the forum, it's quick and easy

WELCOME IN CoBL CLAN
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Random maps

Go down

Random maps Empty Random maps

Post  Smurf_QQ Mon Mar 22, 2010 9:28 pm

Random Maps
[size=200]arabia[/size]
Random maps Rm_arabia

Arid desert with strategic elevations and cliffs, but sparse vegetation and water.

Arabia is one of the most difficult maps to play. It's wide-open, difficult to wall, and the fighting begins very early. If you aren't ready for it, the game will be over very quickly.

Tips

Choke-Point Walling: Arabia is very difficult to wall completely, but walling choke-points (i.e., small openings between forests, cliffs, and the edge of the map) can be very beneficial. By walling choke-points, you can control where your opponent can go, eliminate raids, and fight only where and when you want to fight.

Strategies

Flush: We normally consider any type of Feudal fighting a "flush". Typical flushes include units like skirmishers, spearmen, scouts, men-at-arms, and towers. Remember that elevation, the attack bonuses units recieve from being at a higher elevation than their opponent, is one of the most important things to remember when fighting in the Feudal Age. See the University's article on Flushing.

Drush: "Dark Age Rush"; this rush starts off with militia attacking before you hit Feudal Age. The idea is to make you relocate your wood. When your opponent Feudals, they'll upgrade to men-at-arms, and this is usually followed by a fast Castle. See the University's article on Drushing.

Fast Castle: This is a risky strategy on this map, and should be avoided for the most part. When Fast Castling, the goal is to hit Castle and produce knights before your enemy can make substantial damage your economy. An FC economy is typically weak, because of all the age upgrade times. The best way to control a Fast Castle is to get your opponent's gold. Without gold, they can only make four or five knights; because of this, they will not have any defense.
[size=200]Archipelago[/size]
Random maps Rm_archipelago

A group of large islands. You might not be the only inhabitant on yours.

In multiplayer, Archipelago is not a very popular map. It's different in almost every variation, being either Islands, Coastal-style, or a combination of the maps. The fishing is usually very good, and scouting is extremely important so you can determine just what style of map it is.

Tips

Walling: Wall whenever possible. If you are grushing, you must wall. Even consider walling when flushing. It prevents counterattacks and raids against you.

Housing Coastlines: This is using your dock builders to build houses all the way down the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.

Patrol Trick: This is a must on water. You need to keep your boats on Patrol. They attack sooner once seeing an enemy and groups of boats attack.

Strategies

Grush: This is probably the most effective and widely-used strategy on Archipelago. If you aren't connected, simply play as if the map is Islands. If you are connected, walling should be easy, but remember to back your palisides up with stone walls. Grushing even if connected is also useful, as it will give you control of the water and will provide you with a more powerful economy (using fishing boats).

Tranny: This strategy uses the element of surpise. When using it, you assume that your opponent is grushing. Your goal is a suprise attack, and to hurt their economy before they can fight back on land. You must take great care when trannying. You must stay away from his boats, and build your buildings without being detected. If you are discovered too soon, your villagers and buildings could be destroyed before you even inflict any damage. If the landing is unsuccessful, you will have a difficult time winning the game.

Flush/Fast Castle on Land: This can only be done if you are connected. You will need to watch out for walls.
[size=200]Arena[/size]
Random maps Rm_arena
The walls around your clearing are your only protection from the carnage in the middle.

In multiplayer, this map isn't played all too often. Your base is surrounded by stone walls and a forest, giving you protection against early enemy raids.

Strategies

Boom: This is the technique of not making any military units at all, and instead focusing on your economy and defenses. Most of the time it involves turtling (creating walls around your base) to protect yourself from any attacks and raids; you need to be experienced in walling yourself in to do this, but if you're successful, you will reach the Imperial Age with a very strong economy.

A Castle Age attack also works.
[size=200]Baltic[/size]
Random maps Rm_baltic

An ocean with peninsulas and sheltered bays.

This is a hard-core grush map, because walling is simple and there are so many fish available.

Tips

Walling: Walling is a must on Baltic. The openings are narrow, so this can be done very easily.

Dock Placement: Baltic has many small bays of water, which have very little fish. It is important not to build your dock in one of these bays. If you do, it will seriously hinder your advancement times, and you will always be trapped on water. On Baltic, be careful and always be sure to scout a potential dock location before you place it.

Extra Sheep: There are usually extra sheep on Baltic. To find these sheep, it's a good idea to scout the corners of the map and scout around the edges of your town.
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: Grushing is the best strategy on this map. Losing the water on this map almost always means defeat. They who control the water controls all of the free food (fish) and controls the coastlines, forcing enemy to stay within a smaller piece of territory. Walling is very easy, and should always be done.

Tranny: This is pretty risky on Baltic. It is easy to scout the coastline, making it difficult to land undetected.
[size=200]Black Forest[/size]
Random maps Rm_blackforest

Islands of grass in a sea of trees. Follow the paths through the forest to find your allies and enemies.

Tips

Usually there is only one way through to your enemy (one passage for each member on your team); there is also a lot of free food, and sometimes groups of 3-6 boars.

Strategies

You could wall up and boom, but most tactics work on this map.
[size=200]Coastal[/size]
Random maps Rm_coastal

Where the land meets the ocean, with plenty of water and a large landmass for battles by land or sea.

Coastal is difficult to play, and can be unfair to one player. This map is an in-between map; there is a lot of land, but water can make or break the game. In some games, one player will be stuck with a small lake (small amount of water, and little fish), and the other player will have a big open ocean, abundant with fish. Scouting is extremely important on this map; you will need to decide quickly if you are going to fight on land or water.

Tips

Walling: Walling can be difficult on Coastal. Even if you have a wide-open land, it is still a good idea to wall choke-points and use buildings to narrow the large gaps.
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: Grushing is possible, but walling can be difficult due to the large amount of land you'll have to wall. If you have the good part of the water, grushing is definitely worthwhile; but if you have poor water, grushing is not as important.

Flush/Fast Castle: Fighting on land initially is a strong strategy on Coastal, especially if you have the weak water. You will need to make a strong impact, because you will have a weaker economy. If the surrounding land is unwallable, you will want to Flush or Fast Castle, powered by a dock and some Fishing Boats.
[size=200]Continental[/size]
Random maps Rm_continental

A large body of land surrounded by the sea; rivers may seperate players or teams.

Continental was never played much until the Microsoft tourney. This map can be unpredictable at times, but it's generally easy to wall off; however, you are still vulnerable to landing.

Tips

Walling: Walling the main entrance to your town is very simple. First, wall with Palisades, then add Stone walls later.

Extra Walling: The idea behind these walls is to limit the land your opponent has to land on. If he lands on the outside of your walls, he has to break through them first, giving you notice that he is coming. These walls are merely warning, and radar housing should still be used outside them.

Funny Map: Sometimes the map is not normal. In this case, flushing is a much more viable option, because walling is harder. Sometimes with a normal map, the outsides are connected, forming a giant circle with a land mass in the middle. It is critical to wall the ends, then.

Docking: The outside edge of water is usually scarce fishing, so it's a good idea to try to dock in the corners. There is generally more water in the corners of the map, and more fish. When grushing, you will want to build additional docks on the inside water.
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: It is nearly impossible to ignore the water and still win on this map. Water surrounds you on every side, and the land is small enough where you can be severly cramped for room. Grushing is a great strategy, so long as you carefully watch for landings using your Scout, radar housing, and walls.

Tranny: This is a very successful strategy on Continental. It is very difficult to completely house the coast quickly, making landing easier. There is also a lot of land to use for building Archery Ranges and Stables.

[size=200]Fortress[/size]
Random maps Rm_fortress

A walled city with gates and all the buildings you need to build up your forces quickly.

In multiplayer, this map isn't played all too often. Your base, like Arena, is completely surrounded by stone walls, giving you protection against early enemy raids; you are also given a bunch of buildings: 5 Farms, 4 Watch Towers (spread along parts of your wall), 4 Houses, and 1 Barracks. The towers are almost always placed the same way for all players, which means your enemy might have towers protecting his front walls, while you might be stuck with towers protecting nothing but the edge of the map.

Strategies
Recursion error: already rendering the `boom' part.

Like Arena, a Castle Age attack also works.
[size=200]Ghost Lake[/size]
Random maps Rm_ghostlake

The central lake is frozen over, creating a no-man's land.

Ghost Lake is very similar to Arabia; it's difficult to wall off completely, and Flushing rules the early game. The only major difference is that forward building is fairly difficult due to the ice.

Tips
Recursion error: already rendering the `chokepoint' part.

Scouting: This is another place where Ghost Lake differs from Arabia. Once you have found my first four sheep and maybe a boar, try zig-zagging the ice, looking for the extra sheep. If you cannot not find any extra sheep, simply scout around your base more, then check the ice again. Scouting the ice quickly lets you get the extra sheep before your enemy.

Strategies
Recursion error: already rendering the `flush' part.
Recursion error: already rendering the `drush' part.
Recursion error: already rendering the `fc' part.
[size=200]Gold Rush[/size]
Random maps Rm_goldrush

A whole heap of gold and a few wolves in the middle of a desert.

Almost all of the gold on the map is at the very center.

Strategies
Recursion error: already rendering the `flush' part.

[size=200]Highland[/size]
Random maps Rm_highland

Far from the ocean and heavily forested but with plenty of rivers and open space for maneuvers.

Highland is a giant land mass, except for a river running through the middle with one to two crossings (per player on team).

Tips

Walling: Wall the crossings; it's a must.
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: Play this map just like it's Islands; grush, go heavy on boats, and control the water. With your boats, you can keep enemy off the water, and keep him from landing near you.

Tranny: This will work just as well on Highland, because there is a large amount of coastline.

[size=200]Islands[/size]
Random maps Rm_islands

Each player starts alone on an island; uninhabited islands may be rich with resources so be prepared to rule the sea.

The Islands map starts out with two main islands; one for each player. In addition to those two, there is one more, usually with a gold pile or two. It is impossible to win this game without fighting on water at least somewhat.

Tips

Dock Placement: This is a bad place to dock for fishing. There are very little fish, so try to avoid the narrow waterways between islands.

Strategies

Grush: This is definitely the way to play Islands. Winning the water is crucial because the Islands are so small. Losing the water can result in defeat.

Tranny: This is very risky on Islands. The Islands are so small that it's nearly impossible to land unnoticed. It often works best when used with a tower push.
[size=200]Mediterranean[/size]
Random maps Rm_mediterranean


An inland sea surrounded by land; sounds deceptively peaceful.

Mediterranean is nearly identical to Baltic, except it does not have the poor fishing spots, and the land is a little bigger.

Tips

Walling: Walling is a must on Mediterranean. The openings are a little bigger than Baltic, but the extra effort needed to wall is well worth it.
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: Grushing is the best strategy on this map. Losing the water on this map almost always means defeat. They who control the water controls all of the free food (fish) and controls the coastlines, forcing enemy to stay within a smaller piece of territory. Walling is very easy, and should always be done.

Tranny: This is pretty risky on Mediterranean. It is easy to scout the coastline, making it difficult to land undetected.
-->
Migration

Multiplayer online map only; there are no boars on this map, and sheep are far away from TC. It might be worth using a villager to help scout for the sheep.

Tips
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: Strategy on this map is limited, and Grushing is your best. Winning the water is crucial because the islands are so small. Losing the water can result in defeat.
[size=200]Mongolia[/size]
Random maps Rm_mongolia

Cliffs abound on these parched and endless steppes.

Mongolia is a very tough map to both play and scout. The forests and cliffs form strange and unusual patterns and scouting efficiently becomes very difficult.

Tips
Recursion error: already rendering the `chokepoint' part.

Strategies
Recursion error: already rendering the `flush' part.

Fast Castle: This can be very successful on Mongolia. Key points can be walled easily, making access to your town a long ways away, or non-existant.
[size=200]Nomad[/size]
Random maps Rm_nomad

Your villagers begin scattered without a Town Center or Scout Cavalry. Will you build a town immediately or struggle to find the perfect location to settle?

This map is different ever time you play it, as you never start same place and the resources are in different places, *always*!

Tips

You start with no buildings, but regular resources in addition to the ability to build a Town Center.

Strategies

Grush: You got to be careful doing this; if you go all out trying to make this strat work, they could be taking land and cripple you bad in the process.
Recursion error: already rendering the `flush' part.

Fast Castle: This can be done pretty easily because walling can be simple. With both a Flush and a Fast Castle, you need to be careful to watch both sides of the map, because an attack can come from either direction.
Recursion error: already rendering the `boom' part.
[size=200]Oasis[/size]
Random maps Rm_oasis

Nearly all of the wood is in the center of the map, so be prepared to be chased around and around.

Tips

Walling: Walling should be done on at lease one side.

Extra Sheep: There are extra sheep on Oasis. Be sure to scout the corners to find these.

Strategies

Flush: This can be done on Oasis, but walling can be simple, making Flushing risky. Its a good idea to wall the back side of your town and then fight the other way.

Fast Castle: This can be done pretty easily because walling can be simple. With both a flush and a fast castle, you need to be careful to watch both sides of the map, because an attack can come from either direction.
Recursion error: already rendering the `boom' part.
[size=200]Rivers[/size]
Random maps Rm_rivers

Players are isolated by narrow rivers; numerous shallows must be guarded at all cost.

Rivers is another semi-water map that you should play like full water. It's very important to control the water; the land is typically surrounded on three sides, and its very easy to get trapped.

Tips

Walling: Walling is a necessity. It's only one crossing, so it's very simple to do.
Recursion error: already rendering the `housing' part.

Strategies

Grush: This is the best way to play Rivers. You need to gain control of the water early to prevent landings and to keep from being trapped on your own land.

Tranny: In 1v1, this can be fairly successful. In team games, the land gets smaller, which makes detection easier.
[size=200]Salt Marsh[/size]
Random maps Rm_saltmarsh

Swampy lowlands full of shallows and rivers that can prohibit expansionistic building.

This is one of the most unpredictable and hardest maps to play. There is not any good way to play this map. There is a considerable amount of water, but most of it is covered with crossings. The crossings create havok with walling, so you really need to be on your toes with Salt Marsh.

Tips

Walling: Walling on this map can be very tricky. You might have to do walling a little differently than normal, such as using forest as walling in addition to stone walls. Whatever it takes to get walled in, get it done!
Recursion error: already rendering the `housing' part.

Strategies

Grush: This can be effective if you are able to wall yourself in. You can limit your enemy's territory with your galleys, and take any fish there might be.

Tranny: This strategy too could be very successful. Be careful where you land because the map is so odd you might land where you cannot inflict any damage.

Flush: This could be the best strategy to use if you cannot wall. If you are attacked on land, your economy is geared towards that type of fighting. Beware of galleys guarding crossings.

Fast Castle on Land: This also could work if you cannot wall. You will need to watch out for a possible Flush.
[size=200]Scandinavia[/size]
Random maps Rm_scandinavia

In the northern wilderness the berry bushes have all frozen, but there are hungry animals to be hunted and plenty of gold to be found.

There are three boars, extra deer, and free fish. There is a band on water on opposite sides, and there aren't many forage bushes.

Tips
Recursion error: already rendering the `chokepoint' part.

Lure Boars Early: You get three boars! Take advantage of it, and eat them all!

Strategies

Flush: This, like on any other land map, is a given. The benefits to it on this map is the free fishing. Your band of water is very far away from the enemy, making it nearly impossible for him to kill your fishing boats. The extra boar and deer can lead to some very powerful Feudal Age advancements.

Drush: Scandinavia might be the best map to drush on, because you can boat boom like mad; the extra food from boars and deer is very helpful.

Fast Castle on Land: This can also work, just make sure to wall.
[size=200]Team Islands[/size]
Random maps Rm_teamislands

One island shared by you and your allies, and another island inhabited by your enemies. The islands are not connected by shallows, so beware of enemy Transport Ships.

Same as Islands, except every member of your team is on the same island.

Tips
Recursion error: already rendering the `housing' part.
Recursion error: already rendering the `patrol' part.

Strategies

Grush: This is definitely the way to play Team Islands. Winning the water is crucial because the islands are so small. Losing the water can result in defeat.

Tranny: This is very risky on Team Islands. The islands are so crowded that its nearly impossible to land unnoticed. It often works best when used with a tower push.
[size=200]Yucatan[/size] btw this is SLIMJIM favorite map Very Happy
Random maps Rm_yucatan

In the tropical forest food is abundant, but jaguars stalk beneath the canopy.

Yucatan, often referred to as "Rookatan", has an incredible amount of natural food. There are at least 12 sheep, 2 boars (and usually two more a little farther away), 6-8 deer, and two patches of berries. However, scouting can be rather difficult.

Tips

Extra Food: Do not farm until all your natural food is gone. It's there, so use it!

Strategies

Flush: All the extra food really helps your economy. You should Feudal with more food and wood, but beware of walls. It's usually easy to wall, so be sure to scout well.

Drush: The extra food really helps while Drushing too.

Fast Castle on Land: this can also work, just make sure to wall. A very quick Castle time after your Militia should be expected.

Smurf_QQ
Guest


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum