Map Editor Buttons Part Three

With over 7000 threads, a lot great material lies buried in the Darkest Reaches. These represent what the community has agreed are some of the best SP:WaW threads to date.

Moderator: MOD_SPWaW

Post Reply
Wild Bill
Posts: 6428
Joined: Fri Apr 07, 2000 4:00 pm
Location: Smyrna, Ga, 30080

Map Editor Buttons Part Three

Post by Wild Bill »

And here are the last ones. I hope you seriously get familiar with these buttons, then read Scenario Design 101 PART III - Map Making Part 2

Image

For damage effects you can have small craters, large craters (very destructive - they'll make a building sometimes just turn into a heap of rubble) or city-grid. This one I hardly use at all. I don't always like the type of layout it gives, but try it out.

Image

These are handy. The text button will allow you to write on your map. The "fill" and "fill range" buttons allow you to add increased amounts of the same type of terrain instead of clicking until you get cramps.

Image

Here are some more interesting buttons. You can cause the nationalities to switch sides on the map, convert streams into canals (yes-no choice) and lay railroad track.

Image

These last three will let you save your map, go back to main editor screen (to change terrain type, lets say) or to display the "help" menu for making maps.

You'll get comfortable with these buttons only with practice. With them, you can make some very beautiful maps.

Wild Bill
Image
In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

That very last button is one you really need to use and learn what it tells you - the help button. It brings up a screen with all sorts of great info, including the "z" key building lock info!

Then you won't be :confused: LOL
Don "Sapper" Llewellyn
Wild Bill
Posts: 6428
Joined: Fri Apr 07, 2000 4:00 pm
Location: Smyrna, Ga, 30080

Post by Wild Bill »

Very true, Don. It is quite handy...WB
Image
In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
ruxius
Posts: 714
Joined: Fri May 05, 2000 8:00 am
Location: ITALY

Post by ruxius »

er..well I beg my pardon for my lazyness , I neglected to look at it too often.. :rolleyes:
Italian Soldier,German Discipline!
dfsrusa
Posts: 48
Joined: Mon Mar 26, 2001 10:00 am
Location: St. Paul, Minnesota
Contact:

Post by dfsrusa »

Just a question about rail roads. It seems to me that they have no effect on game play, i.e. they don't act as a road for movement purposes, right? So they are basically there for the purpose of making the maps more realistic, or true to actual maps of the battle. Am I missing something?

Scot Stephenson
Carpe Diem
Don
Posts: 662
Joined: Wed Jul 12, 2000 8:00 am
Location: Elk Grove, CA (near Sacramento)

Post by Don »

Hi Scot,

Most times RR tracks are for looks - if the actual terrain you are portraying has them, you'll want them on the map. Of course if you're making a scenario with a train in it, then you'll have to have tracks in it.

RR tracks are not listed in the terrain movement chart, but I suspect that moving on them can be beneficial, depending on what the surrounding terrain is.

One way to tell is to have a unit near the tracks, and try to move the unit by clicking some distance away, but parallel to the RR tracks. If you do this with a road near, the unit will cut over to the road, go down it, then back over to where you clicked. If it does it with the RR tracks, then you know that travelling on it is easier than the surrounding terrain.
Don "Sapper" Llewellyn
Post Reply

Return to “SPWaW Thread Hall of Fame”