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MegaRandom is a rich set of various maps which concentrates on generating a different map every time. It is based on the ideas of its predecessors (Ultrarandom, ES@The_Unknown, 0verkill etc..) but it differs and surpasses them in several crucial ways.
基于超随机和未知启发的灵感制作,但青出于蓝而胜于蓝。
Firstly, unlike ES@The_Unknown or 0verkill which generate land and terrain randomly and therefore often create unfair or uninteresting maps, MegaRandom uses over 100 fixed map layouts (114 in this beta version) most of which have been played before. These include Ultrarandom_v3/v4/v5 (maps from all three sets), ES maps (such as Shipwreck, Canals, Metropolis..), MFO maps (such as Rumble, Four Seas, Double Arabia..), basic FR maps (such as Oasis, Highland, Yucatan...), fixed EC maps (from Extreme Challenge Tournament), and other maps with interesting layouts that have been created by various users including myself.
不会像未知一样随机生成陆地和地形,因而造成不公平和无趣味的地图。特超随机使用114种固定的地图布局,包括超随机,黄金版随机地图,基本随机地图,MFO地图,固定的EC地图等等。
Then, after choosing one of these layouts, MR further randomises it with elevation and connection. For example, if Islands are chosen, all lands may be connected, or just teamlands may be connected or there may be no connections at all. For most maps this has a huge impact on the way it is played and adds still more unpredictability.
特超随机随机化高地和连接。例如,岛屿地图上,可能所有的陆地之间有连接,可能仅同盟岛屿之间有连接,还可能根本没有连接。
Next, when it comes to players' starts, almost everything is randomised. They can no longer rely on having exactly 8 sheep, 2 boars, 4 deers etc. They have to work with what they find (of course, all players have the same amount of food). There can be from 2 and up to 12 sheep, 0-4 boars, 2-16 deers etc. There can also be plenty of fishes or almost no fish at all. And it is not different with gold, stone or relics. There can be only 2 blocks or several huge piles. Since gold and stone are randomised seperately, players can also end up having plenty of stone but little gold or vice versa.
初始资源随机化。可能有2~12绵羊,0~4野猪,2~16鹿。可能有大量鱼群也可能根本没有。金矿、石矿和圣物也是一样,可能只有2片也可能有几大堆。金矿和石矿分别随机化,可能石矿丰富而金矿很少。
Last but not least, there is also great randomness in the way players appear on the map. Although the standard TC, villagers and a scout/eagle is the most frequent start, you can also experience a nomad start (with villagers only), a 2TC/3TC start (such as Double Arabia by MFO, or ES@Metropolis), you can be missing a scout/eagle, you can have 2 scouts/ealges, or you can have a CA or a Hunting Wolf instead. You can start with an extra monk, with extra villagers, or with additional buildings such as houses, towers, bombard towers, a castle, a stable, an archery range or barracks, and you can also start in arena style - surrounded by a stone wall, or alternatively a palisade wall. As always, all these combinations have been made so that there is no unfairness issue. For example, when towers appear on a nomad start, villagers appear near their starting areas so they don't run into enemy towers before they even have a chance to build a lumber.
玩家开局方式也是极大随机的。可能是市镇中心+村民+侦察骑兵/鹰勇士的最高频率的常规开局,也可能只有村民的游牧开局,也可能2/3市镇中心的大都会开局;你可能没有侦察单位,也可能有2个,或者可能有1个CA或猎狼。你开局时可能有1个额外的僧侣,额外的村民,或额外的建筑如房屋,箭塔,火炮塔,城堡,马厩,靶场或兵营;你也可能以竞技场风格开局:有石墙围绕,或是木墙。一如既往,不会有不公平的问题。例如,游牧开局出现高塔时,玩家出现在起始区域附近,所以他们不会走进敌军高塔射程内。
Unfairness has been the problem of most previous attempts at unpredictable random maps and I believe that MegaRandom has successfully managed to avoid that and can therefore be suitable for all players, including professionals.
特超随机是个好随机地图!
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