Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Random Labyrinth
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-If you lose your Villager, you will lose all of your Relic Carts
(If you move them near your base, you can recapture them easily. It's needed to prevent just moving the villager through the map and collect everything.)
-Relic creation speed depends on how many players are playing
-Unable to block Villager spawn
-Every trigger has name
-Minor bugs fixed
Update 1.0.2:
-Villagers build 5 times faster
- There are too many wolves. I spend more time fighting them and building towers to kill them than actually exploring the maze.
- Speaking of towers, today with the new version (1.0.2) I played the map with four more players (5 in total) and there was a time that there was so many enemy towers I couldn't explore anymore. I was getting killed all time no only by the wolves, the towers too. I think you should only allow build palisade walls to stop happening that kind of moment.
- From all the games I've played, I never, NEVER was able to explore more than ~40% of the labyrinth, because of the two points I said before. I thought the fun was going to be lost in the labyrinth while exploring it, but instead I was just getting killed all the time by the wolves and towers.
Still, it's a pretty good idea for a different map. I hope you can somehow make it more fun. I'll glad play it.
Also, how about getting some soldiers randomly or after getting some kills (from wolves or enemies' villagers)? I do not know if it would make it better or worse, just an idea.
And well if you improve the villagers' armor against towers I'm not sure I'll be able to keep playing it with my friends, because we use 1.0c
Just do whatever you think is better for your map
All players start at a random location
If you lose your Villager, it will respawn at a random location (676 possible places)
I have created a new algorithm, which generates a better maze:
It is impossible to get blocked now, because there are no "circles" on the map!
There is only 1 possible way between any two locations, so it is much harder to find the best ways!
Old algorithm:
New algorithm:
Update 1.1.2:
Completely reworked algorithm
Now the maze generation uses just 2 (!) triggers instead of 5100
CPU usage has been drastically reduced at game start
File size has been reduced by 70 kB
Update 1.1.3:
Revert to old algorithm because of auto pathfinding bugs
The new algorithm will be used for other maps