a map suggestion.

a map suggestion.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

a map suggestion.

Post by DZHIBRISH »

pipz...can anyone make a map with only a few metal spots that give alote of metal?they should be nicely placed to avoid prociness but should only be a few of them..and the metal output high..that way you get only a few places that are worth defending and the rest of the place should be empty.. make nice textures also otherwise obody plays ...
I cant stress enough how important the placements of those few mexes is though..but if done well it can be awsome.. not many maps like htese..in most maps there are metal spots everywhere and thy give only a small amound of metal.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

try the map mountain lake
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

or arctic plains
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

try doing it yourself? mapping really isnt that hard for an all-land map.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

pintle wrote:or arctic plains
Arctic planes does not give a large amount of metal.
Tactical
Posts: 13
Joined: 06 Dec 2007, 18:36

Post by Tactical »

Mapsize = X * 512

1. Start a new image with x * 512 width and x * 512 height. Fill it with a texture preset. Save. There is your texture.

2. Start a new image with (x * 64) + 1 width and (x * 64) + 1 height. Change color mode to grayscale, paintbrush all grays, whites and blacks that you want. Or fill with one gray, white or black and have a plain flat arena. Save. There is your heightmap.

3. Start a new image with (x * 64) + 1 width and (x * 64) + 1 height. Paintbrush red here, red there, or fill everything with red. There is your metal placement map.

4. Start a new image 1 x 1. Paint that pixel black. There is your no trees, no geo, no nothing map.

5.
[MAP]
{
Description= aaaaaaaaaaaaaaaaaa bbbbbbbb cccccccccccc;
TidalStrength=20000000;
Gravity=130;
MaxMetal=1000000000;

ExtractorRadius=50;
MapHardness=1000000000000000000;

AutoShowMetal=1;

[ATMOSPHERE]
{

FogColor=0.7 0.7 0.8;
FogStart=0.2;

CloudColor=0.9 0.9 0.9;
SkyColor=0.1 0.15 0.7;

SunColor=1.0 1.0 1.0;
CloudDensity=0.55;

MinWind=5;
MaxWind=20;
}
[WATER]
{
WaterSurfaceColor=0.4 0.6 0.8;
WaterPlaneColor=0.4 0.6 0.8;

WaterBaseColor=0.4 0.6 0.8;
WaterAbsorb=0.004 0.004 0.002;

WaterMinColor=0.1 0.1 0.3;
WaterDamage=20;
}
[LIGHT]
{
SunDir=0 1 2;

GroundAmbientColor=0.4 0.4 0.4;
GroundSunColor=0.7 0.7 0.7;

GroundShadowDensity=0.8;

UnitAmbientColor=0.3 0.3 0.3;
UnitSunColor=0.8 0.8 0.8;
UnitShadowDensity=0.8;

SpecularSunColor=0.3 0.3 0.3;
}
[TEAM0]
{
StartPosX=600;
StartPosZ=600;
}
[TEAM1]

{
StartPosX=3600;
StartPosZ=3600;
}
[TEAM2]
{
StartPosX=3600;
StartPosZ=600;
}
[TEAM3]
{
StartPosX=600;
StartPosZ=3600;

}
[TEAM4]
{
StartPosX=2000;
StartPosZ=600;
}
[TEAM5]

{
StartPosX=2000;
StartPosZ=3600;
}
//Up to [TEAM9]
[TERRAINTYPE0]
{
name=default;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;

}
}
Save that in notepad, change TXT to SMD.

5. http://www.unknown-files.net/spring/325 ... Maker_073/#

6. Done.
Snide-Tiger
Posts: 17
Joined: 04 Feb 2008, 14:07

Re: a map suggestion.

Post by Snide-Tiger »

Thats the best map making tutorial I've seen yet, wiki?

:o
ST
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re:

Post by imbaczek »

Tactical wrote: 5.

TidalStrength=20000000;
MaxMetal=1000000000;

ExtractorRadius=50;
}
FAIL

otherwise, good guide.
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