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Water Map Pack.rms
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/* Random Water Map Pack 2014 made by HJ. */
/* Inspired by the standard Random Land Map */
/* ************************************ */
<PLAYER_SETUP>
random_placement
/* ****************************************************** */
start_random
percent_chance 10 #define CARIBBEAN
percent_chance 10 #define FLOOD
percent_chance 10 #define ISLANDS_
percent_chance 10 #define TEAMISLANDS
percent_chance 10 #define GREATLAKE
percent_chance 10 #define SEAHAVEN
percent_chance 10 #define TSUNAMI
percent_chance 10 #define STARDOM
percent_chance 10 #define ARZACHEL
percent_chance 10 #define CRATERLAKE
end_random
/* ****************************************************** */
if CARIBBEAN
/* ****************************************************** */
<LAND_GENERATION>
base_terrain WATER
create_player_lands
{
terrain_type DESERT
land_percent 35
if TINY_MAP
land_percent 30
endif
base_size 14
bottom_border 3
top_border 3
left_border 3
right_border 3
border_fuzziness 10
other_zone_avoidance_distance 15
if TINY_MAP
base_size 14
top_border 4
left_border 4
right_border 4
bottom_border 4
border_fuzziness 7
other_zone_avoidance_distance 9
endif
}
create_land
{
terrain_type GRASS
if LARGE_MAP
number_of_tiles 520
elseif HUGE_MAP
number_of_tiles 640
elseif GIGANTIC_MAP
number_of_tiles 720
else
number_of_tiles 400
endif
border_fuzziness 7
right_border 30
top_border 30
bottom_border 30
left_border 30
other_zone_avoidance_distance 9
}
create_land
{
terrain_type GRASS
if LARGE_MAP
number_of_tiles 520
elseif HUGE_MAP
number_of_tiles 640
elseif GIGANTIC_MAP
number_of_tiles 720
else
number_of_tiles 400
endif
border_fuzziness 7
right_border 30
top_border 30
bottom_border 30
left_border 30
other_zone_avoidance_distance 9
}
start_random
percent_chance 50
create_land
{
terrain_type BEACH
land_percent 100
border_fuzziness 10
right_border 40
top_border 40
bottom_border 40
left_border 40
other_zone_avoidance_distance 5
}
percent_chance 50
end_random
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain PALM_DESERT
{
base_terrain DESERT
land_percent 7
number_of_clumps 14
clumping_factor 25
spacing_to_other_terrain_types 3
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 3
land_percent 35
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 6
spacing_to_other_terrain_types 5
land_percent 8
}
create_terrain JUNGLE
{
base_terrain GRASS
land_percent 3
number_of_clumps 6
spacing_to_other_terrain_types 5
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain PALM_DESERT
{
base_terrain BEACH
land_percent 1
set_scale_by_groups
}
create_terrain GRASS2
{
base_terrain BEACH
land_percent 1
number_of_clumps 3
set_scale_by_groups
}
/* ****************************************************** */
elseif FLOOD
/* ****************************************************** */
<LAND_GENERATION>
base_terrain WATER
create_player_lands
{
terrain_type GRASS
land_percent 100
base_size 14
border_fuzziness 15
clumping_factor 11
other_zone_avoidance_distance 10
set_zone_by_teams
}
create_land
{
terrain_type MED_WATER
land_percent 100
border_fuzziness 15
clumping_factor 15
bottom_border 40
top_border 40
left_border 40
right_border 40
if HUGE_MAP
right_border 38
bottom_border 38
left_border 38
top_border 38
elseif GIGANTIC_MAP
right_border 38
bottom_border 38
left_border 38
top_border 38
endif
}
<TERRAIN_GENERATION>
if TINY_MAP
start_random
percent_chance 100 #define MOREWOOD
end_random
else
start_random
percent_chance 50 #define MOREWOOD
percent_chance 50 #define LESSWOOD
end_random
endif
create_terrain FOREST
{
base_terrain GRASS
if MOREWOOD
land_percent 11
elseif LESSWOOD
land_percent 7
endif
number_of_clumps 25
spacing_to_other_terrain_types 5
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain GRASS3
{
base_terrain GRASS
set_avoid_player_start_areas
land_percent 10
number_of_clumps 90
spacing_to_other_terrain_types 2
set_scale_by_groups
}
/* ISLAND MIDDLE FOREST */
create_terrain PINE_FOREST
{
base_terrain GRASS2
land_percent 1
spacing_to_other_terrain_types 7
set_avoid_player_start_areas
set_scale_by_groups
}
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 3
land_percent 35
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 6
spacing_to_other_terrain_types 5
land_percent 8
}
/* ****************************************************** */
elseif ISLANDS_
/* ****************************************************** */
/* ************ ISLANDS_ ************ */
/* 21 DEC 99 */
<LAND_GENERATION>
base_terrain WATER
start_random
percent_chance 20
#define DESERT_MAP
percent_chance 20
#define ALPINE_MAP
percent_chance 20
#define TROPICAL_MAP
end_random
/* exp. with size -- was 40% and 7 dist rivers */
create_player_lands
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 35
base_size 9
left_border 7
right_border 7
top_border 7
bottom_border 7
border_fuzziness 7
other_zone_avoidance_distance 9
}
/* ************** RESOURCE ISLANDS_ ************ */
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 20
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 23
left_border 20
right_border 20
top_border 20
bottom_border 20
}
/* ================= MEDIUM */
if MEDIUM_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 20
right_border 20
top_border 20
bottom_border 20
}
endif
/* ====================== LARGE */
if LARGE_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 20
right_border 20
top_border 20
bottom_border 20
}
endif
/* ======================== HUGE */
if HUGE_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 22
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 20
right_border 20
top_border 20
bottom_border 20
}
endif
/* ======================== GIGANTIC */
if GIGANTIC_MAP
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 21
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 22
left_border 20
right_border 20
top_border 20
bottom_border 20
}
create_land
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 1
border_fuzziness 10
other_zone_avoidance_distance 7
land_id 24
left_border 20
right_border 20
top_border 20
bottom_border 20
}
endif
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 2
land_percent 40
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 6
spacing_to_other_terrain_types 3
land_percent 20
}
/* PRIMARY FOREST */
if DESERT_MAP
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain PINE_FOREST
{
base_terrain GRASS2
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
elseif TROPICAL_MAP
create_terrain JUNGLE
{
base_terrain GRASS
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 4
land_percent 6
number_of_clumps 15
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* PRIMARY PATCH */
if DESERT_MAP
create_terrain DESERT
{
base_terrain DIRT
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS3
{
base_terrain GRASS2
number_of_clumps 16
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif TROPICAL_MAP
create_terrain LEAVES
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DIRT
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* SECONDARY PATCH */
if DESERT_MAP
create_terrain DIRT3
{
base_terrain DIRT
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain DIRT3
{
base_terrain GRASS2
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
create_terrain GRASS3
{
base_terrain GRASS
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
else
create_terrain GRASS3
{
base_terrain GRASS
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 1
set_scale_by_size
}
endif
/* ****************************************************** */
elseif TEAMISLANDS
/* ****************************************************** */
<PLAYER_SETUP>
ai_info_map_type TEAM_ISLANDS 0 0 0
<LAND_GENERATION>
base_terrain WATER
start_random
percent_chance 20
#define DESERT_MAP
percent_chance 20
#define ALPINE_MAP
percent_chance 20
#define FROZEN_MAP
end_random
create_player_lands
{
if DESERT_MAP
terrain_type DIRT
elseif ALPINE_MAP
terrain_type GRASS2
elseif FROZEN_MAP
terrain_type SNOW
else
terrain_type GRASS
endif
land_percent 45
base_size 12
border_fuzziness 15
start_random
percent_chance 50
left_border 7
right_border 9
percent_chance 50
left_border 9
right_border 7
end_random
start_random
percent_chance 50
top_border 7
bottom_border 9
percent_chance 50
top_border 9
bottom_border 7
end_random
set_zone_by_team
other_zone_avoidance_distance 22
}
/* ****************************************************** */
<TERRAIN_GENERATION>
/* MIXING WATER */
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 2
land_percent 40
}
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 8
spacing_to_other_terrain_types 3
land_percent 20
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
create_terrain MED_WATER
{
base_terrain DEEP_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
create_terrain WATER
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
/* PRIMARY FOREST */
if DESERT_MAP
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 5
land_percent 6
number_of_clumps 8
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain PINE_FOREST
{
base_terrain GRASS2
spacing_to_other_terrain_types 5
land_percent 8
number_of_clumps 8
set_avoid_player_start_areas
set_scale_by_groups
}
elseif FROZEN_MAP
create_terrain SNOW_FOREST
{
base_terrain SNOW
spacing_to_other_terrain_types 5
land_percent 8
number_of_clumps 8
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 5
land_percent 8
number_of_clumps 8
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* PRIMARY PATCH */
if DESERT_MAP
create_terrain DESERT
{
base_terrain DIRT
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 4
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS3
{
base_terrain GRASS2
number_of_clumps 16
spacing_to_other_terrain_types 1
land_percent 4
set_scale_by_size
}
elseif FROZEN_MAP
create_terrain GRASS_SNOW
{
base_terrain SNOW
number_of_clumps 16
spacing_to_other_terrain_types 1
land_percent 4
set_scale_by_size
}
else
create_terrain DIRT
{
base_terrain GRASS
number_of_clumps 10
spacing_to_other_terrain_types 1
land_percent 9
set_scale_by_size
}
endif
/* SECONDARY FOREST */
if DESERT_MAP
create_terrain FOREST
{
base_terrain DIRT
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain FOREST
{
base_terrain GRASS3
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
elseif FROZEN_MAP
create_terrain PINE_FOREST
{
base_terrain GRASS_SNOW
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain PALM_DESERT
{
base_terrain DIRT
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* SECONDARY PATCH */
if DESERT_MAP
create_terrain DIRT3
{
base_terrain DIRT
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain DIRT3
{
base_terrain GRASS2
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif FROZEN_MAP
create_terrain DIRT_SNOW
{
base_terrain SNOW
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain GRASS3
{
base_terrain GRASS
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* TERTIARY PATCH */
if DESERT_MAP
create_terrain GRASS3
{
base_terrain DIRT
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS
{
base_terrain GRASS2
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif FROZEN_MAP
create_terrain GRASS2
{
base_terrain GRASS_SNOW
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DIRT3
{
base_terrain GRASS
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* ****************************************************** */