Random Map Idea: Hedge Maze

The idea behind this map is that the entire edge of the map is covered by the outer wall of the hedge maze. There are openings in opposite ends of the maze, which is where the players start. There are randomized hedge (bush) walls that always lead to each player, but have many dead ends, many containing additional stone, gold, and even Relics. However, in the center, there are many forage bushes, as well as a couple of Relics, so holding the center can be just as important as navigating the maze path to find your opponents.

What do you think? Could this be too complicated and take the focus away from actual combat, or does it diversity gameplay by making cover an important element of strategy?

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I think there are some maze maps already, though there might not be any that fit this description and they are less likely to have dead ends. It takes extra effort to ensure there’s a non-obvious path through the maze while keeping things random and creating dead ends, as rms scripts don’t have the functionality to check if a path exists (at least for terrain generation). Connection generation section can be used to make a path, but that tends to result in a more straightforward path.

Two things to note: parts of the maze will get chopped through eventually (especially once players have all their eco techs), and players may onager-cut in late game. But it plays like a closed map - easily wallable, just like black forest and amazon tunnel.