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a map suggestion.

Posted: 10 Dec 2007, 17:22
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.

Posted: 10 Dec 2007, 17:50
by BrainDamage
try the map mountain lake

Posted: 10 Dec 2007, 19:48
by pintle
or arctic plains

Posted: 10 Dec 2007, 23:15
by Pressure Line
try doing it yourself? mapping really isnt that hard for an all-land map.

Posted: 13 Dec 2007, 04:15
by LordMatt
pintle wrote:or arctic plains
Arctic planes does not give a large amount of metal.

Posted: 13 Dec 2007, 22:56
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.

Re: a map suggestion.

Posted: 13 Feb 2008, 18:41
by Snide-Tiger
Thats the best map making tutorial I've seen yet, wiki?

:o
ST

Re:

Posted: 13 Feb 2008, 20:23
by imbaczek
Tactical wrote: 5.

TidalStrength=20000000;
MaxMetal=1000000000;

ExtractorRadius=50;
}
FAIL

otherwise, good guide.