Age of Empires II (2013)

Age of Empires II (2013)

Zetnus's Black Forest Rivers
72 Comments
pinkbutton7 24 Jun, 2020 @ 8:25am 
Yeah I can but I guess standard black forest doesn't have all the extra resources that your map has
Zetnus  [author] 24 Jun, 2020 @ 3:41am 
Can't you just play the standard Black Forest map for that?
pinkbutton7 24 Jun, 2020 @ 1:07am 
@Zetnus This is an excellent map, lot of resources as well. I am very poor at water maps is it possible to make another version of this map without the rivers and shallow ?
Zetnus  [author] 10 May, 2020 @ 10:58am 
small update to improve forest mixing
Zetnus  [author] 8 Apr, 2020 @ 11:01am 
Updated the elevation scaling and updated the LR version for DE
Raybingo 25 Mar, 2020 @ 3:43am 
Ten years ago I have been maded maps like this (Voobly)
Zetnus  [author] 5 Feb, 2020 @ 6:00pm 
small update that tweaks the resource distribution and improves beach generation
Zetnus  [author] 10 Jan, 2020 @ 12:10pm 
This upload has been updated to v3, which tweaks a bunch of minor things, while leaving the overall map structure intact. Additional forest mixes and an African biome have been added. If you play this version on DE, the beaches are now blocked by reeds, plus you get even more content. Here it is for DE: https://www.ageofempires.com/mods/details/2861/
Let me know if you have any feedback
danny_colderwood 9 Jan, 2020 @ 1:33am 
nice cant wait to play them
Zetnus  [author] 7 Jan, 2020 @ 6:44pm 
Yup, I have added several new forests. The standard oak/pine mix will be the most likely, but you will be able to get dragon forests, and several of the new DE forests as well.
danny_colderwood 6 Jan, 2020 @ 6:25am 
awesome cant wait, oh and if you have a chance to make a desert version of it to would be good i know you don't get desert black forests but i love desert maps hahaha. keep up the good work.
Zetnus  [author] 5 Jan, 2020 @ 6:05pm 
That's actually what I started working on today. So *hopefully* in the next few days.
danny_colderwood 5 Jan, 2020 @ 3:51pm 
hey love this map was just wondering if your gonna transfer it over to aoe2 de at all
Zetnus  [author] 11 May, 2019 @ 3:58pm 
Will look into this, I think they changed one of the winter forest base terrains and that broke things.
COOL BOY SHESH© 11 May, 2019 @ 3:40pm 
It would be nice if you can update the map, because the winter edition of this map has too much shallow and no rocks... would be nice if winter map is same as the normal one
COOL BOY SHESH© 31 Dec, 2018 @ 5:11pm 
Thank you, great work!! These maps are insane, most of the time I play this random map pack. I really love it
Nor Dogroth 17 Nov, 2018 @ 3:27am 
Good one!
darima 14 Oct, 2018 @ 1:16pm 
great map!:steamhappy:
rhino 21 Apr, 2018 @ 10:41pm 
Great map thank you!
krazi358 24 Sep, 2017 @ 6:41am 
Oh, tkans! I love this map. I´m going to play now :D
Zetnus  [author] 24 Sep, 2017 @ 4:25am 
@krazi358_YT -
"To play choose the following when setting up a match:
Map style – Custom
Location – ZN@BF_Rivers_v2.3"
krazi358 24 Sep, 2017 @ 3:10am 
How can i use this mao in a multiplayer battle?? I have suscribed and activated this map, but i don´t know how to use it :C
Zetnus  [author] 14 Jun, 2017 @ 1:04pm 
team members should always have a road connecting them. It may not always be the directest route, but it should be there
[PSCH]^^6-=MajorEjac****=- 14 Jun, 2017 @ 12:17pm 
First awsome map. Unfortunately it hapens regularely that one team is not connected - which is a game breaker
Pawel Malecki 16 Mar, 2017 @ 1:56pm 
Now this is one of the best RM scripts ever made.
🔥 Raid Boss Rowe 🔥 5 Jan, 2017 @ 1:57pm 
awesome!!!
Zetnus  [author] 12 Dec, 2016 @ 11:25am 
@Rasputin666 - sorry, I must have missed your comment at the time.
I'll add it to the list of possible ideas.
Hezekieh 15 Nov, 2016 @ 2:59pm 
Could you do a 'Finland' map with snow/grass, pine forest and lots of small iced up lakes and swamps?
Theta 19 Mar, 2016 @ 5:23am 
Finally! Exactly what I was looking for :D I was always sad when there was no puddle in the black forest maps :SBchicken:
Captain Midnight 16 Jan, 2016 @ 8:40am 
I like the way the river generates - winding style.
Zetnus  [author] 1 Dec, 2015 @ 1:40pm 
@Veritasium Guy - I'll look into it. I'm not sure if this is a change that I should make to the main map overall, but it's an easy change to make, so I can send you a personal version if you want. It's just that I don't want it to be too water-dependent - that's why I have the extra connections and I'll probably want to keep them in.
DWal 1 Dec, 2015 @ 12:01pm 
Please can you make a version where the water crossings don't spawn behind woods? It's really frustrating, although I know it is intended to be a pathway that can be clearred later in game it is often accessible from the beginning since you can walk around the woods and use the crossing this way :Y would be really great if you could just fix that - otherwise this is one of my favorite map scripts!
alias 15 Nov, 2015 @ 11:18am 
I love this map, thanks for the update!
Armored Waffle 12 Nov, 2015 @ 3:42am 
It is. Thanks again for an awesome map, and for taking the time to keep it up-to-date. :steamhappy:
Zetnus  [author] 10 Nov, 2015 @ 2:04pm 
It should now be working correctly again!
rgheadshot 10 Nov, 2015 @ 9:49am 
Thanks for the update Zet.
Zetnus  [author] 10 Nov, 2015 @ 8:54am 
@rgheadshot - the devs know about it and I expect a fix will be in "hotfix 3" whenever that comes out.
@Ƒәяяϊɳ - I know, I know, I need to go fix that part myself. It's part of the new syntax checker. I'll try and get it done today.
Armored Waffle 10 Nov, 2015 @ 8:00am 
I downloaded the file manually from the provided site and renamed to 2_2 instead of 2.2, and it gave a different set of errors when trying to load.
rgheadshot 10 Nov, 2015 @ 7:40am 
Just updated and still has naming error requiring .rms
Zetnus  [author] 10 Nov, 2015 @ 1:48am 
@Ƒәяяϊɳ - yes. I'm told that this will be fixed in the next patch/hotfix for the game.
Armored Waffle 9 Nov, 2015 @ 7:08pm 
My friends and I lofe this map, but can't play it any more because of the file naming. The new expansion doesn't recognise the file extension and gives the error that it's a ".2" extension and not an ".rms" extension. Will there be a fix for this?
Zetnus  [author] 19 Oct, 2015 @ 4:54pm 
@DennyVlogs - that is intentional, and will happen in addition to the normal crossings. Normal crossings should always exist, and the fake crossings will usually be on the shortest path between players, but you will need to chop through to get to them and actually use them.
DWal 19 Oct, 2015 @ 2:25pm 
Really great one, I'd say that I enjoy this version way more than the normal BF maps :steamhappy: But could you please fix a thing with the water crossings spawning in places between forests? (instead of places where there is no forest on each side of the river)
Zetnus  [author] 20 Aug, 2015 @ 5:38am 
I've updated it to version 2.2. This includes a couple minor fixes - the most notable thing is that there are occasisional rocks on the beaches to keep units from walking along the coasts.

I have NOT significantly redesigned the forests yet. I would go for the trees-as-objects option, but object trees not being green on the minimap is a game-changer for me.
Zetnus  [author] 4 Aug, 2015 @ 10:08am 
Ah, I forgot one thing about using trees as objects - they don't turn up as green spots on the mini-map, which is kind of annoying when you're trying to make a Black Forest. I'll see if I can find a suitable workaround.
Zetnus  [author] 4 Aug, 2015 @ 2:28am 
Give me a chance at least. Trees as objects do work if done correctly. What I would do is place LEAVES terrain where I currently have forest and then put forest trees on this terrain, but with a minimum distance to players of say 20 or so in order to give the players more space.

Grabbing the original BF and "adding some rivers" doesn't work at all. In order to produce rivers you need to use water as the base terrain and the spacing between the lands lets you create rivers. BF uses forest as the base terrain and creates player lands made of grass in the forest. Trust me on this; if it were that easy, I would have done it that way in the first place.

I'll work on a new version and see if turns out to my liking. I can then send you a high relic version if you want. :)
Ruinae Retroque Rursus 4 Aug, 2015 @ 1:22am 
Trees as objects? PLEASE NO

That's the summary of Sherood Forest (one of the ES maps), and the result: No space to build until the Imperial Age, when you can get Onagers or Siege Onagers (depending on whether you have TF or not).


My suggestion would probably be to have "base_terrain GRASS" and place the forest from that, but that would probably create too much openess: that said, you can spam forest clumps and let the Connections cut the paths.

Or you could just grab the original Black Forest (run a quick search in your directory, it'll probably only show up with TF) and add some rivers :P

Relics is fine, I'll edit it myself :P (if I can find the file, my expertise is with Non-Steam (so much smoother....) :P)
Zetnus  [author] 2 Aug, 2015 @ 3:09am 
Thanks for all the feedback!
I love the "hemmed in" feeling, but I got a lot of complaints about it in the first version of this map (which had more forests). So I made an "Open Edition" as well. I merged both of these, and randomized the forest amount (plus various other fixes) in v2.
If you use the manual download from AoKH you can get the old version (v1.1).

The forests have been a continuous source of dissatisfaction for me. I just can't seem to get them right - sometimes players have almost no space at all, and for other players it is way too open. Sometimes the forest bunches up too much and sometimes it doesn't. I had an idea to create the forests by placing trees as objects rather than terrain – that might let me keep it away from players. I'll try that out in the next version.
Zetnus  [author] 2 Aug, 2015 @ 3:09am 
Blocking off the beaches with rocks is definitely an option – I’ve done it on other maps. I’m not sure if I’ll do that here – I have to think about that.
Relics are probably staying at 5. Yes, I know it is fun collecting lots of relics, but I don’t want t make it too hard for players to attempt a relic victory, should they desire that. That’s why my maps usually have 5 relics (more on LudiKRIS size).

Anyway, thanks again for the feedback. Hopefully I will have time to do a round of updates on all my maps this summer.
Ruinae Retroque Rursus 2 Aug, 2015 @ 1:05am 
I've only played this twice against the AI, but I thought I'd give you some feedback:

There really isn't enough to make it a "forest." There's a LOT of clearing. I know you were probably miffed about the previous lack of space in the original BF, and I know you had some problems with the starting space (try a bigger player_lands?)... but it's nice to have that hemmed-in feel and be able to cut a way with Siege Onagers into an enemy's base.
I'm not complaining about running out of wood *COUGH*RealWorldBritain*COUGH*; it's just that it's Black FOREST.

The rivers are veeeery nicely done. Not too big, not too small, but a good size to be able to a) hoard a navy and then bash 'em from the shore, and b) spam Fish Traps (a hobby of mine, with good micromanaging (and no lag... :| ) they are cheaper and better than Farms). Plus, the fish quantity is good and no annoying "CAN'T BUILD A DOCK! SHORE FISH!" :P