Master-Ex
  • Master-Ex
  • 50.25% (Neutral)
  • Private Topic Starter
10 years ago
What first thing should do when creating a map??
how to create a good villages,cities and bases??
How to make exciting events??
Could someone help me....
Thanks!
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oliver
  • oliver
  • 50.25% (Neutral)
  • Major
10 years ago
It depends for what the map is.. If it is a skirmish map, is it advisable to not abuse the details and the the choke points, cause it will cause lag ingame and mess up pathfinding.. For missions maps you have more freedom.

Here some mission maps that I made (both around more or less 2000 objects, the second one has a lot of choke points, if you want a map with a lot of units I suggest you avoid those):

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3D/2D Artist
AMGIntermission
10 years ago
Very impressive 'Scale' you've created on these maps. ''Come on admit it' they were copied from Real aerial shots''Lol!! Scale being the magic behind proper mapping!
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Master-Ex
  • Master-Ex
  • 50.25% (Neutral)
  • Private Topic Starter
10 years ago
oh okay,thank you!
.
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Wow!! ur maps r great....
Wish i could make maps like urs.
:)
oliver
  • oliver
  • 50.25% (Neutral)
  • Major
10 years ago
Is easy really, only takes time... Just like AMGintermission said, go for proper scale and realism, and it will look good... Problem you might have is texturing the map aswell giving it a interesting mix of differents heights.
3D/2D Artist
AMGIntermission
10 years ago
Don't call it easy' if anything Scale separates the Good products from the Bad....

Best example i can think of is: The old Mini Copper compared to the New, the scale on the old one is Tight, Can fit 8 people in it, where the new (same size) has trouble with 5! Use of scope over a wide range.



Scale being a ratio within measurements....
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Lengo
  • Lengo
  • 69.5% (Friendly)
  • Captain
10 years ago
1 Put plenty of money on your map. Place two supply docks close to each base, and 3-4 derricks per base, then a big pile of money near your map's center, where ever that may be (it can fall on one side if you place obstacles to push the play to the side).

2. decide on a texture palette and put a 15 unit square of each texture in the borders so that you can quickly pick up the texture you want. Then put one of each in your borders to pick them up too -- 1 derrick, 1 oil refinery, 1 guard tower, 1 civilian bunker, and a few houses.

3. Create zones by using textures. Make two-thirds of your map nice and green, and the other blackened by a forest fire for example. Or try moving from a evergreen forest (pines) into a deciduous forest, then into pasture.

4. Use rocks as barriers by painting the ground beneath them 'impassable'. Don't limit yourself to just cliffs as barriers. You can also make thick forests and paint the ground beneath them impassable (tanks don't do well in real forests), then thin the trees out so that infantry can pass, but vehicles cannot.

5. Make the map play fast by making your choke points two tempchokepoints wide, not one. Don't make your units struggle to get across the map down narrow streets.

6. Always provide buildings near derricks for garrisoning rocket soldiers.

7. Reppeat step one. PLACE LOTS OF MONEY on your map to make it play fast and furious! This isn't a waiting game. This is war, so allow for LOTS of shrapnel -- TONS of it, and plenty of loud explosions. THAT'S a fun map! Also make plenty of hills and height differences that are navigable so you and your enemy get to climb and drop often. That is fun to watch too. FLAT is boring.

8, Be prepared to spend up to 40 hours on dressing it up to make it look good. Make it look realistic besides fast playing.

About map size: 360x360 is optimum for a small 2 player map. 400x400 is optimum for a large, 4 player map. 440x440 for 6 players is as large as this game allows.

Lastly, take your time. Making a map is just as fun as playing it. It is relaxing, so enjoy it. Get into making it look really pretty or really trashed. You'll get two rewards this way.... one while making it (so don't rush it), and two while playing it (this is where you want to rush)!
AMGIntermission
10 years ago
Being a minimum loss gamer i never put it down to 'loads of money' in-fact as i found competition kind of eventless on zero; would encourage players not to; unless they have a thirst for hauls of Quad cannons?.

Preselecting textures into a chart does help speed-up map progress...

Two tempchokepoints, doesn't leave enough room for maneuver when being tactical' should make them 3 or 4...

Got maps that have taken up to 30 mins to over 3 years.... always enjoy going back to them and being more ambitious with detail...

450x450 for the most effective battle...

I prefer fighting in installations; gives the game a more industrial $$$ meaning...

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