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Sometimes... When you're making a map... You just find a camera angle that looks awesome. One that makes you say 'damn I wish you didn't spend most time playing in TA camera mode' and 'too bad nobody playing this map will ever see this.' etc.
And then you can't help yourself. F12 brother man... F12
Yes, but as mother said there is no 16bit greyscale bmp. But there is for a tiff so I chopped it renamed it .raw and it worked. I can't promise it will for everyone, tiff is a very broad format.
OTAI seems to do very well on this map. It handles mex placement well, human players will probably curse me. Finding good mex spots is hard effectively making this a very low metal map.
I'm looking forwards to it, and seeing a couple more pictures of it, I'd say my previous statement of "That's a very rich and colorful looking terrain" is such an understatement.
tried it i just have to say that the ground needs to be more flat. its so hard trying to build a base on this map. while i like the idea of the mountains being metal, there should be spots on the ground. its next to impossible to find a good place to build an extractine on. building a moho mine is even harder. i still like it though, great concept
Thanks for the comments so far, I will happily smooth the grassy areas if the general consensus is for easier building placement. I had left somewhat rough as I felt that favours AI's a bit. (I suspect they can effectively see the F2 placement map without LOS restrictions, a slight advantage over the player)
At the moment there's no way fo seeing the blocking map, you have to run canbuild() at every single position in the map whcih generates a huge slowdown. Closestbuildsite() however has access to the blocking map, btu doesnt use it particularly well, sometimes returning bad locations hich need to be checked...
Your more likely to get better results with an AI from the basic shape of the map or in some cases, the way you've arranged your mex spots.