This game could always use some new terrain features. My focus here is on integrating Shore Fish into maps that currently lack them, without needlessly replacing trees.
I call this one, Stony Pond. It combines Stone and Shore Fish in one location, and could serve as a replacement for a standard stone mine:
The next is just called Waterfall. It would supplement a cliff line somewhere near the player’s spawning location, and would not significantly impede the benefits of the cliff line for defensive purposes.
The one is just called Wallow. A very small spot of water, that has been formed due to repeated visits by animals who come to drink and cool down. Bird droppings caused fish to grow, or turtles moved in of their own accord.
Last of all, I call this one Spring. A patch of wet dirt on a hillside, indicating where the water emerges, and a small pool at the base, where fish or turtles can be found.
In order to work they should be close enought to a farm spot or TC (at least in early game).
I really like number 1, stone and fish, its going to be close enought if you expand famrs into stone direction.
Number 2 could be fine for a second TC and pick some food, at that point you should have enought farms, but as an option for extra resources looks fine.
Number 3 not sure, deer + fish can be a loot of food but i dont thing people are going to put a farm there instead of lure deers with scouts. Unless that fish amount of food its big enought or that scout learn how to lure fish to the TC.
Number 4 its a little meh, but i guess that if its close to berry bushes could be used and help walling?
Overall good ideas i would say to add for the game.
These look nice, but I’m not sure what you’re suggesting here. Do you mean you think these should be incorporated into random maps, e.g. in Arabia instead of the oases that appear in forests?
Yeah, that’s exactly it. The oases end up doing more harm than good. Plus it would be neat to get some new terrain features!
Thanks! A reason number 4 might be tactically interesting is because it disrupts the approach on a hill(since it would always spawn on a hill). Because of that, it could make it a bit more challenging to attack a tower or castle. You could potentially put a little cracked dirt in the dry riverbed too, if you wanted to be particularly feisty.
Just realised I meant to reply to this. I wonder which of these features can actually be implemented in a random map script. Some things that are straightforward in the scenario editor are difficult or impossible in RMS – for example, I think getting the waterfall placement right isn’t possible at the moment.