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Project Description
Synopsis
Swamp of Death is a competitive PvP map set in a haunting archipelago surrounded by treacherous waters. Designed  for 2-6 players, this map challenges participants to balance resource management, territorial expansion, and survival in a resource-scarce environment. The map combines hybrid terrain, allowing both land and naval units to engage, with a rich variety of tactical and strategic opportunities.

Players start on large islands with limited resources, forcing them to explore and conquer medium and small islands rich in gold and wood. Central islands become hotspots for conflict, with their abundant gold deposits and neutral mythological guardians, such as the Cyclops and the Nemean Lion. Adding to the challenge are aggressive sea creatures like Krakens and Battle Turtles that patrol the waters, making naval exploration a high-risk, high-reward endeavor.
Short Information
Name: Swamp of Death
Game: Age of Mythology: Retold
Type: Multiplayer PvP Map (2-6 Players)
Map Size: 600x600
Victory Conditions:
Players must defeat all opponents. If a player loses their last Settlement, a countdown timer starts; failure to reclaim a Settlement before the timer ends results in defeat.
Links
GitHub
Download Map
Level Design Document
View LDD
Design Process
A sketch of the map I made in Procreate
Initial Planning:
🞿 Created a Level Design Document outlining the core concept and goals.
🞿 Sketched the map layout in ProCreate, marking key resource locations and Settlement spots.
🞿 Created repository at GitHub for this project



Testing and Palette Creation:

  Developed a small "palette map" to test textures, tools, and unit interactions.
 Experimented with terrain combinations to find visually cohesive designs.

Map Creation:
  Generated a 600x600 blank map using seed -1.
Used Tundra Hybrid water to create traversable zones for both land and naval units.
  Sculpted island shapes with natural contours using height tools.

  Applied cold lighting settings (Nosce) to enhance the eerie atmosphere.
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Color palette used for terrain design
Resource placement
Gold
Small deposits on starting islands. Moderate deposits on medium islands at the edges. Large deposits on central islands. This resource distribution is sufficient in the early stages but encourages players to expand and establish additional bases as the match progresses.
Wood
Mixed three forest types to establish natural barriers and support early-game defense. Selected forest clusters are strategically placed to shield players from early aggression, while maintaining multiple naval access routes to encourage exploration and expansion.
Food
Wild animals (deer, chickens, etc.).
Berry bushes and fish spots.
Domesticated animals (pigs) only on edge islands.
Adjusted food balance after scenario testing to ensure fair resource distribution.
Gameplay Enhancements:
Added Settlements: 6 in total, located only on starting islands.
Introduced Relics: 8 in total, randomized each game to increase replayability.
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Central islands feature powerful guardians:          Cyclops, Nemean Lion, Scarab, and three Trolls (an Easter egg to LOTR). Aggressive naval monsters like Krakens and Battle Turtles are placed along the map's edges to challenge naval exploration.

  The role of neutral monsters is to guard relics and key resource spots, preventing players from gaining an early advantage. To claim these relics, players must assemble a capable combat force strong enough to defeat the guardians.
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Summary
"Swamp of Death" is a well-balanced PvP map designed to challenge players in multiple aspects:

🞿 Resource Scarcity: Limited space and resources require careful management.
🞿 Strategic Thinking: Players must prioritize expansion and efficient use of island space for defense.
🞿 Replayability: Randomized relic spawns and diverse neutral
threats ensure each playthrough feels unique.

This map provides an engaging and competitive experience for 2-6 players, combining economic management, strategic planning, and intense battles across land and sea.

I learned how to pace progression using neutral threats and incentivize exploration without overwhelming players.
Iterative playtesting proved essential for refining unit paths, resource placement, and engagement flow.

  Using GitHub helped structure my design process and track meaningful changes.

  This project deepened my understanding of strategic map layout and replayability in competitive PvP environments.
Thanks for your attention!
© 2025 Niko Timo
nikotimo11@gmail.com