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CM_Map_Pack_v2.rms
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/* Clan Masters: The Final Showdown (CM) Map Pack 41 Maps by HJ. */
/* Made for new tournament Clan Masters and for community after the event */
/* www.Aoczone.net */
1087955536
<PLAYER_SETUP>
random_placement
start_random
percent_chance 50 #define PACK1
percent_chance 50 #define PACK2
end_random
start_random
percent_chance 5 #define CM_ACROPOLIS
percent_chance 5 #define CM_BOARDS_OF_CANADA
percent_chance 5 #define CM_BEDOUINS
percent_chance 5 #define CM_CARIBBEAN
percent_chance 5 #define CM_CHAOS_PIT
percent_chance 5 #define CM_CLIFFY_ARENA
percent_chance 5 #define CM_CONTINENTAL
percent_chance 5 #define CM_CROSS
percent_chance 5 #define CM_DESERTFOX
percent_chance 5 #define CM_DRY_ARABIA
percent_chance 5 #define CM_HIDEOUT
percent_chance 5 #define CM_HIPPOS_BELLY
percent_chance 5 #define CM_JDGROSSROX
percent_chance 5 #define CM_LAND_NOMAD
percent_chance 5 #define CM_MFOPLATEAU
percent_chance 5 #define CM_MFOWOOGY
percent_chance 5 #define CM_NOMAD
percent_chance 5 #define CM_POND_ARENA
percent_chance 5 #define CM_ATOLL
percent_chance 5 #define CM_HOUSEBOAT
end_random
start_random
percent_chance 4 #define CM_RAFT
percent_chance 4 #define CM_RIPPLES
percent_chance 5 #define CM_SAHARA
percent_chance 4 #define CM_SEIZE_THE_HUMP
percent_chance 4 #define CM_WETWEB
percent_chance 4 #define CM_ZERO
percent_chance 5 #define CM_ARABIA
percent_chance 4 #define CM_ARCHIPELAGO
percent_chance 4 #define CM_BALTIC
percent_chance 5 #define CM_GHOST_LAKE
percent_chance 4 #define CM_COASTAL
percent_chance 4 #define CM_HIGHLAND
percent_chance 4 #define CM_ISLANDS
percent_chance 4 #define CM_TEAM_ISLANDS
percent_chance 4 #define CM_MEDITERRANEAN
percent_chance 4 #define CM_MIGRATION
percent_chance 4 #define CM_MONGOLIA
percent_chance 5 #define CM_OASIS
percent_chance 4 #define CM_RIVERS
percent_chance 4 #define CM_SCANDINAVIA
percent_chance 4 #define CM_YUCATAN
percent_chance 4 #define CM_MELTING_ICE
percent_chance 4 #define CM_HUNGER_GAMES
percent_chance 4 #define CM_TOMBOLO
end_random
/******************************************************/
if PACK1
if CM_ACROPOLIS
/******************************************************/
if TINY_MAP
start_random
percent_chance 100 #define ACROPOLIS
end_random
elseif SMALL_MAP
start_random
percent_chance 100 #define ACROPOLIS
end_random
else
start_random
percent_chance 50 #define ACROPOLIS
percent_chance 50 #define TEAM_ACROPOLIS
end_random
endif
<ELEVATION_GENERATION>
/* ****************************************************** */
if ACROPOLIS
/* ****************************************************** */
/* Forgotten Empires - Acropolis (ver. Jan 23rd 2013) */
#include_drs random_map.def 54000
#const ROCKS 40
<LAND_GENERATION>
base_terrain ROCKS
create_land
{
terrain_type DESERT
land_percent 100
border_fuzziness 14
left_border 42
right_border 42
top_border 42
bottom_border 42
}
create_land
{
terrain_type LEAVES
number_of_tiles 60
border_fuzziness 14
start_random
percent_chance 25
land_position 39 39
percent_chance 25
land_position 37 39
percent_chance 25
land_position 39 37
percent_chance 25
land_position 37 37
end_random
}
create_land
{
terrain_type LEAVES
number_of_tiles 60
border_fuzziness 14
land_position 36 64
}
create_land
{
terrain_type LEAVES
number_of_tiles 60
border_fuzziness 14
land_position 64 36
}
create_land
{
terrain_type LEAVES
number_of_tiles 60
border_fuzziness 14
start_random
percent_chance 25
land_position 61 61
percent_chance 25
land_position 61 64
percent_chance 25
land_position 64 61
percent_chance 25
land_position 64 64
end_random
}
create_land
{
terrain_type LEAVES
number_of_tiles 100
border_fuzziness 14
start_random
percent_chance 33
land_position 50 64
percent_chance 33
land_position 53 64
percent_chance 34
land_position 47 64
end_random
}
create_land
{
terrain_type LEAVES
number_of_tiles 100
border_fuzziness 14
start_random
percent_chance 33
land_position 64 50
percent_chance 33
land_position 64 53
percent_chance 34
land_position 64 47
end_random
}
create_land
{
terrain_type LEAVES
number_of_tiles 100
border_fuzziness 14
start_random
percent_chance 33
land_position 50 36
percent_chance 33
land_position 53 36
percent_chance 34
land_position 47 36
end_random
}
create_land
{
terrain_type LEAVES
number_of_tiles 100
border_fuzziness 14
start_random
percent_chance 33
land_position 36 50
percent_chance 33
land_position 36 47
percent_chance 34
land_position 36 53
end_random
}
create_player_lands
{
terrain_type DIRT
base_size 10
base_elevation 7
number_of_tiles 1024
clumping_factor 20
other_zone_avoidance_distance 10
set_zone_by_team
}
<TERRAIN_GENERATION>
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain MED_WATER
{
base_terrain DESERT
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_flat_terrain_only
if TINY_MAP
spacing_to_other_terrain_types 3
else
spacing_to_other_terrain_types 4
endif
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
land_percent 1
number_of_clumps 10
clumping_factor 5
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 2
}
create_terrain GRASS
{
base_terrain DIRT
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS
number_of_tiles 150
number_of_clumps 20
clumping_factor 100
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 1
}
create_terrain GRASS3
{
base_terrain LEAVES
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_scale_by_groups
}
create_terrain PALM_DESERT
{
base_terrain DESERT
if TINY_MAP
number_of_tiles 70
elseif MEDIUM_MAP
number_of_tiles 90
else
number_of_tiles 160
endif
number_of_clumps 20
clumping_factor 20
}
create_terrain FOREST
{
base_terrain GRASS3
land_percent 8
number_of_clumps 8
clumping_factor 40
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 3
}
create_terrain ROCKS
{
base_terrain GRASS
land_percent 100
number_of_clumps 100
set_avoid_player_start_areas
height_limits 2 6
}
create_terrain ROCKS
{
base_terrain GRASS
land_percent 100
number_of_clumps 100
set_avoid_player_start_areas
height_limits 2 6
}
create_terrain ROCKS
{
base_terrain GRASS3
land_percent 100
number_of_clumps 100
set_avoid_player_start_areas
height_limits 2 6
}
create_terrain ROCKS
{
base_terrain GRASS3
land_percent 100
number_of_clumps 100
set_avoid_player_start_areas
height_limits 2 6
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain ROCKS
land_percent 100
number_of_clumps 100
clumping_factor 5
set_avoid_player_start_areas
height_limits 0 0
}
/* ****************************************************** */
elseif TEAM_ACROPOLIS
/* ****************************************************** */
#include_drs random_map.def 54000
#const ROAD_OTHER 40
#const PLAYER_TERRAIN 3
<PLAYER_SETUP>
grouped_by_team
<LAND_GENERATION>
base_terrain ROAD_OTHER
create_land
{
terrain_type DESERT
base_elevation 0
land_position 50 50
if TINY_MAP
base_size 6
border_fuzziness 16
left_border 46
right_border 46
top_border 46
bottom_border 46
elseif SMALL_MAP
base_size 8
border_fuzziness 12
left_border 44
right_border 44
top_border 44
bottom_border 44
elseif MEDIUM_MAP
base_size 12
border_fuzziness 14
left_border 42
right_border 42
top_border 42
bottom_border 42
elseif LARGE_MAP
base_size 14
border_fuzziness 16
left_border 42
right_border 42
top_border 42
bottom_border 42
elseif HUGE_MAP
base_size 14
border_fuzziness 16
left_border 42
right_border 42
top_border 42
bottom_border 42
else //GIGANTIC_MAP
base_size 16
border_fuzziness 18
left_border 40
right_border 40
top_border 40
bottom_border 40
endif
}
create_land
{
terrain_type DIRT
base_elevation 0
border_fuzziness 0
other_zone_avoidance_distance 6
}
create_player_lands
{
terrain_type PLAYER_TERRAIN
base_size 13
base_elevation 7
number_of_tiles 960
clumping_factor 20
other_zone_avoidance_distance 10
set_zone_by_team
}
<TERRAIN_GENERATION>
create_terrain MED_WATER
{
base_terrain DESERT
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_flat_terrain_only
if TINY_MAP
spacing_to_other_terrain_types 3
else
spacing_to_other_terrain_types 4
endif
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
land_percent 1
number_of_clumps 10
clumping_factor 5
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 2
}
create_terrain GRASS
{
base_terrain PLAYER_TERRAIN
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_avoid_player_start_areas
}
create_terrain DESERT
{
base_terrain GRASS3
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_scale_by_groups
}
create_terrain DIRT
{
base_terrain ROAD_OTHER
land_percent 100
number_of_clumps 1000
clumping_factor 100
height_limits 0 0
}
create_terrain GRASS3
{
base_terrain DIRT
land_percent 100
number_of_clumps 1000
clumping_factor 100
set_scale_by_groups
}
create_terrain PALM_DESERT
{
base_terrain DESERT
number_of_tiles 32
if TINY_MAP
number_of_clumps 5
clumping_factor 20
spacing_to_other_terrain_types 1
elseif SMALL_MAP
number_of_clumps 5
clumping_factor 20
spacing_to_other_terrain_types 1
elseif MEDIUM_MAP
number_of_clumps 5
clumping_factor 30
spacing_to_other_terrain_types 1
elseif LARGE_MAP
number_of_clumps 5
clumping_factor 20
spacing_to_other_terrain_types 1
else
number_of_clumps 5
clumping_factor 10
spacing_to_other_terrain_types 1
endif
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS3
land_percent 8
number_of_clumps 8
clumping_factor 40
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 3
}
create_terrain FOREST
{
base_terrain GRASS
number_of_tiles 100
number_of_clumps 16
clumping_factor 20
set_scale_by_groups
set_avoid_player_start_areas
spacing_to_other_terrain_types 1
}
endif
/******************************************************/
elseif CM_BOARDS_OF_CANADA
/******************************************************/
<LAND_GENERATION>
base_terrain GRASS
start_random
percent_chance 20 #define DEFAULT_FORTRESS
percent_chance 20 #define JUNGLES
percent_chance 20 #define WINTER
percent_chance 20 #define RAINY
percent_chance 20 #define SUMMER
end_random
create_player_lands
{
if DEFAULT_FORTRESS
terrain_type GRASS
elseif WINTER
terrain_type GRASS_SNOW
endif
land_percent 85
base_size 12
border_fuzziness 15
}
create_land
{
terrain_type GRASS3
land_percent 60
border_fuzziness 10
clumping_factor 15
bottom_border 35
top_border 35
left_border 35
right_border 35
}
/* ****************************************************** */
<TERRAIN_GENERATION>
if DEFAULT_FORTRESS
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 1
land_percent 10
number_of_clumps 12
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain DIRT
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 0
land_percent 12
set_scale_by_size
}
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain DIRT3
{
base_terrain GRASS3
land_percent 100
spacing_to_other_terrain_types 7
number_of_clumps 1
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS3
land_percent 1
number_of_clumps 2
set_avoid_player_start_areas
set_scale_by_groups
}
elseif JUNGLES
create_terrain JUNGLE
{
base_terrain GRASS
spacing_to_other_terrain_types 1
land_percent 10
number_of_clumps 12
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain GRASS2
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 0
land_percent 12
set_scale_by_size
}
create_terrain LEAVES
{
base_terrain GRASS
number_of_clumps 12
spacing_to_other_terrain_types 0
land_percent 3
set_scale_by_groups
set_avoid_player_start_areas
}
create_terrain BAMBOO
{
base_terrain GRASS2
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain DIRT3
{
base_terrain GRASS3
land_percent 100
spacing_to_other_terrain_types 7
number_of_clumps 1
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain LEAVES
{
base_terrain GRASS3
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain JUNGLE
{
base_terrain GRASS3
land_percent 1
number_of_clumps 2
set_avoid_player_start_areas
set_scale_by_groups
}
elseif WINTER
create_terrain SNOW_FOREST
{
base_terrain GRASS_SNOW
spacing_to_other_terrain_types 2
land_percent 10
number_of_clumps 12
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain GRASS2
{
base_terrain GRASS_SNOW
land_percent 12
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS2
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain SNOW
{
base_terrain GRASS3
land_percent 100
spacing_to_other_terrain_types 7
number_of_clumps 1
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
set_loose_grouping
}
create_terrain GRASS_SNOW
{
base_terrain GRASS3
land_percent 1
number_of_clumps 4
set_avoid_player_start_areas
set_scale_by_groups
}
elseif RAINY
create_terrain PINE_FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 1
land_percent 10
number_of_clumps 12
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain WATER
{
base_terrain GRASS
number_of_clumps 20
spacing_to_other_terrain_types 0
land_percent 1
set_scale_by_groups
set_avoid_player_start_areas
}
create_terrain DIRT3
{
base_terrain GRASS3
land_percent 100
spacing_to_other_terrain_types 7
number_of_clumps 1
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain GRASS
{
base_terrain DIRT3
land_percent 1
number_of_clumps 2
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain FOREST
{
base_terrain GRASS3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
set_loose_grouping
}
elseif SUMMER
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 1
land_percent 12
number_of_clumps 14
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain DIRT
{
base_terrain GRASS
number_of_clumps 22
spacing_to_other_terrain_types 0
land_percent 8
set_scale_by_group
set_avoid_player_start_areas
}
create_terrain DESERT
{
base_terrain GRASS3
land_percent 100
spacing_to_other_terrain_types 7
number_of_clumps 1
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain DIRT
{
base_terrain GRASS3
land_percent 100
set_avoid_player_start_areas
set_scale_by_group
}
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 1
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* ****************************************************** */
elseif CM_BEDOUINS
/* ****************************************************** */
<PLAYER_SETUP>
nomad_resources
<ELEVATION_GENERATION>
<LAND_GENERATION>
base_terrain GRASS
create_player_lands
{
terrain_type DIRT
land_percent 100
border_fuzziness 50
clumping_factor 15
left_border 7
right_border 7
top_border 7
bottom_border 7
}
<TERRAIN_GENERATION>
/* TERRAIN MIXING */
create_terrain DESERT
{
base_terrain DIRT
land_percent 100
spacing_to_other_terrain_types 7
}
create_terrain FOREST
{
base_terrain GRASS
land_percent 100
if TINY_MAP
spacing_to_other_terrain_types 4
elseif SMALL_MAP
spacing_to_other_terrain_types 4