Overview
Mount Olympus Reimagined is a larger 338 m mountain-control map built around a new two-tier summit. The lower hill and smaller upper peak rise in the centre, each with generated ramps; the map then builds connected elevated spurs for outer Gold and relics around the continent edge. This is a change in the map's route structure and objectives, not simply a different coat of snow.
Scout the summit and the outer spurs early. The central high ground is a route constraint, while the outer Gold and relic areas are deliberately linked back to the mainland and can become the decisive expansion paths.
The Reimagined Summit
The 54.5% central continent is raised above the surrounding cliff field. At its center, a lower hill occupies 6% of the map and rises by 8 m; a smaller upper peak occupies one fifth of that hill and rises a further 6 m. The lower hill has six generated ramps in Standard 1v1 and the upper peak has four, with their angles varying by seed.
Two inner cliff-and-forest areas sit between the players, while additional cliff work, edge forest, path, wall, and decoration systems keep the mountain perimeter irregular. No ordinary economy package is placed on the summit itself: resources explicitly avoid the hill and upper peak, making the high ground a movement and vision feature rather than a guaranteed resource jackpot.
Food
Initial finite Food ranges from 15,600 to 24,350, with about 19,756 expected. The reviewed generation recorded 19,800 Food. The range includes herdables at their generated value and excludes predators, which remain an optional high-risk layer.
| Package | Map total | Geography |
|---|---|---|
| Opening | 14–16 deer; 8–12 berries; 8–12 chickens; 4–8 goats or cows | Protected player areas |
| Close deer | 20–36 deer | Two groups per player, 60–90 m; outside tower and settlement safety |
| Far hunt | 10–18 elk or caribou, or 4–6 aurochs | 80–110 m, at least 75 m from every start |
| Later berries | 28–36 bushes | Two groups per player from 65 m |
| Herdables | 12–26 goats or cows total | Close layer at 50–70 m and later layer from 70 m |
The goat-or-cow choice is shared across the map, so it changes both the food value and the visual herd identity together. Wolves or bears are attempted from 80 m onward, outside tower and settlement safety; they are useful opportunistic Food but are not included in the finite Food headline.
Wood
Wood is substantially denser than on Standard Mount Olympus. Six 60–80-tile starting forests are followed by two forests built into the inner cliffs, twelve 50–100-tile mainland forest requests, forty 40–60-tile edge forests, and up to forty 70–150-tile outer forests. Forests avoid the summit, settlements, impassable land, objective paths, and one another; their tree density means there is no fixed theoretical Wood total.
The reviewed tournament generation contained 368,016 Wood. That is a useful example of the dense forest treatment, not a guarantee for every seed.
Gold Mines
A full successful request contains 57,000 Gold: two 3,000-Gold opening mines, two 6,000-Gold close mines at 50–70 m, six 6,000-Gold outer mainland mines from 75 m, and two 1,500-Gold mines on outer edge spurs. The reviewed generation recorded the full 57,000 Gold.
The small outer mines are deliberately placed just outside the continent edge and get raised areas plus paths back to valid mainland connection points. They avoid towers, settlements, map edges, and each other. Their constrained placement can fail, so the full figure describes the map's request rather than a guarantee of every individual spur.
Settlements & Map Control
Each player receives a backward settlement at 60–80 m and an aggressive settlement at 80–120 m. Both avoid tower safety, map edges, impassable terrain, and farms. In Standard 1v1, the tournament pairing is always opposite-side, coordinating the expansion read with the mainland Gold and hunt placement rather than allowing a same-side branch.
Relics
Four relics are attempted, two per player, from 60 m onward and 60 m apart. Like the outer Gold, they are placed on raised outer areas linked back to the continent by generated paths. Their connection endpoints stay clear of prior Gold and relic paths, so relic approaches are deliberately distributed instead of collapsing into one exterior corner.
How this differs from the Standard Maps version
Mount Olympus Reimagined grows from 318 × 318 m to 338 × 338 m, a 12.97% area increase, and replaces Standard's single summit-and-outer-cliff treatment with a two-tier central mountain, six lower and four upper Standard-1v1 ramps, connected outer Gold/relic spurs, and much denser forest generation. The map's fundamental control points therefore change: routes around and up the summit now connect directly to elevated exterior objectives.
The land Food structure remains recognisable but the shared goat-or-cow herd choice and coordinated opposite-side placement make the tournament distribution more legible. Gold changes from Standard's 54k–66k large-mine range to a 57k full request that includes two small exterior mines. New lighting, walls, temple, columns, flowers, and snow/grass presentation enrich the theme, but the summit, ramps, paths, spurs, forest density, and Gold topology are the strategically meaningful reimagining.
This overview compares the current Gameathlon Athens 1.3 Mount Olympus rules directly with the current Standard Mount Olympus rules, then checks the tournament economy and layout against one confirmed Standard-size 1v1 Scenario Editor generation and its overhead. It supports the stated dimensions, resource calculations, summit construction, ramp counts, path-linked objective areas, and distance rules. It cannot prove that every constrained area or object completes, and one overhead cannot establish universal ramp angles, paths, or resource positions. The control-point analysis is Prostagma interpretation of the documented layout, not a claim about designer intent.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationScenario Editor totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation