Ideas For Map Makers

Please post here for questions and discussion about unit modeling and general game modding. You can also post your new units and modifications here.

Moderator: EagleMountainDK

Post Reply
User avatar
Mobius
Posts: 10339
Joined: Thu Jun 29, 2006 10:13 pm
Location: California
Contact:

Ideas For Map Makers

Post by Mobius »

Don’t use too much heavy woods. They prohibit vehicle movement. Leave gaps between the groves so vehicles can find a path around them. In my first map I had a wooded embankment that I didn’t want vehicles climbing. I used the tank obstacle to keep vehicles out. I should have just used heavy woods.

The fuel tank has some sort of platform on top. You can’t mount it but it shouldn't be a waste of space. Hearing the talk about using hasheight instead of making the terrain under it impassible I made it a vehicle obstacle surrounded by one cell of impassible terrain (except at the ladder end). I made that wall terrain. Vehicles as usual have to go around the fuel tank but at the ladder end troops can climb up the ladder (slight delay because of wall terrain) and party on the platform on top.
All your Tanks are Belong to us!
panzer
User avatar
Mobius
Posts: 10339
Joined: Thu Jun 29, 2006 10:13 pm
Location: California
Contact:

RE: Ideas For Map Makers

Post by Mobius »

Another tip.
Allow the red impassible terrain under houses to be a cell or two larger. At first I trimmed mine down a little too close to the house model and vehicles could run part way into them.
All your Tanks are Belong to us!
panzer
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Ideas For Map Makers

Post by rickier65 »

ORIGINAL: Mobius

Another tip.
Allow the red impassible terrain under houses to be a cell or two larger. At first I trimmed mine down a little too close to the house model and vehicles could run part way into them.

Thanks, I"ll be careful of that - if anyone notices that in Piepsk map I hope they mention it. I tried to trim them as close as i could because i like being able to get infnatry close in for cover. (and not have my dismounts move me too far back).

Thanks,
Rick

(I'm on turn 15 (or 16) in Recon2. The Russian tanks just appeared.)

User avatar
Mobius
Posts: 10339
Joined: Thu Jun 29, 2006 10:13 pm
Location: California
Contact:

RE: Ideas For Map Makers

Post by Mobius »

ORIGINAL: Rick
I tried to trim them as close as i could because i like being able to get infnatry close in for cover. (and not have my dismounts move me too far back).
That's why I did it too. But when a halftrack stuck its nose part way into a house I had to put some distance around the houses.

I use two screens and two computers. I have the game going on one and my paint program with the map in the other. I found that I have more control in the paint program than with MM or screen edit. So once I have the map pretty well set I can refine my colored areas on the map with paint rather than trying to move the structures around to match the key colored areas, especially with things like foxholes.
All your Tanks are Belong to us!
panzer
Post Reply

Return to “Maps, Models and Mods”