Attempting to start a singleplayer Skirmish match on The Unknown or Land Unknown maps results in an error message stating the map has failed to load and presents an unplayable black map filled with nothing.
When the “match” begins, the scoreboard on the right shows the maximum number of players with default names, colours and gods exactly in the order found in a new map in the Editor.
E.g. the human player is set as Player 1, Blue, Zeus, and Greek music plays at match start, overriding whatever other settings were chosen in the Skirmish lobby.
This appears to be isolated to these two maps specifically; so far every other map I’ve tested has successfully loaded as normal.
The “Random Map: the_unknown failed to load.” message appears during the loading screen and carry over into “gameplay”, which is an empty void map
I have tested this immediately upon opening the game and attempted it about a dozen times. When loading either of the two maps in question, the issue has occurred every time without fail. When attempting to load any other map, it has not happened once.
Since the issue seems to be tied to the maps themselves, I would assume you would get the same or similar outcome when attempting this in a custom Multiplayer lobby, though I have not tested that.
Just an addition, having quick look at the generation files both seems to have been essentially totally revised. The only script that that seems to have been retained is the hunt generation. Could be a small as a single spelling mistake, but was this not tested beforehand?
Just spotted your reply on the other thread about custom random map scripts being broken - a change to the script setting the god for the Nature player? If you wouldn’t mind taking another look at these two maps, is it the same/similar issue?
But there are actually no such objects, hence why it’s failing. This should instead be: cUnitTypePlantDeadBush cUnitTypePlantDeadGrass cUnitTypePlantDeadFern cUnitTypePlantDeadShrub cUnitTypePlantDeadWeeds
Internally, the game is inconsistent with some objects being prefixed “Hades” and others “Dead”, so I guess it’s just a mixup with the names. I corrected all instances of this in the file and tested it in my game, and the maps work perfectly now.