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Newbie Editor Questions
I recently started making a few maps based loosely on the area in which I live. Doing so brought up some questions, please forgive me if they've been asked before, it's my first attempt at creating maps or scenarios.
1) Is it possible to place walls on the map or do I have to use hedgerows as a substitute? 2) Can I place fences during map editing or only during scenario design? 3) Is there a way to add random noise to level terrain, to counter the flatness of the predefined levels? 4) Currently I use a copy/paste 'brush' of clear terrain and the two short grasses to create some visual variety, I guess this is the correct way in order to liven up the flat green areas of a map? 5) Are fields always a rectangle north by east, or can the be placed slanted like roads? The reason is the hedgerows or roads on the outline of fields can't be placed in a smooth north-south line. 6) What is the commonly accepted representation of an airfield runway? So far I use pavement hexes with a primary road placed on them. For smaller airfields (non concrete runways) I'm a bit undecided what would look best. Bare earth with a secondary road maybe? And some more scenario questions: 7) Is the AI better at assault or defense? I guess that for a proper assault I have to use waypoints to guide the AI, can I define 'hold' points for defense as well? 8) I already found out that by placing an ammo container with zero crew, I get a nice explosion on the first turn - can this be used with reinforcements to create a timebomb that will go off some time into the game? 9) Any rule of thumb about the length of a scenario, based on force and map size? I hope the questions aren't too dumb, I tried reading through the various posts on the SPMBT and SPWW2 scenario boards. It seems that with every question I see answered, two more pop up when I think about what I could do on a specific map. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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<font color="green">Some versions have walls IIRC winSPWWII doesn’t do to the scale it’s built into the terrain as “cover available” Hedgerows are a different problem and if you’ve seen one in person you’d know why, they are a real hindrance to movement and excellent hiding places. I would not use Hedgerows to simulate walls or fences. </font> 2) Can I place fences during map editing or only during scenario design? <font color="green"> Do you mean Barbwire and Obstacles? if so only in scenario design or setup. </font> 3) Is there a way to add random noise to level terrain, to counter the flatness of the predefined levels? <font color="green"> No, remember there are terrain variations built into “Clear” hexes. See walls </font> 4) Currently I use a copy/paste 'brush' of clear terrain and the two short grasses to create some visual variety, I guess this is the correct way in order to liven up the flat green areas of a map? <font color="green"> Liven up yes, but is does change the effects of the terrain. </font> 5) Are fields always a rectangle north by east, or can the be placed slanted like roads? The reason is the hedgerows or roads on the outline of fields can't be placed in a smooth north-south line. <font color="green"> Try laying your fields first then laying road over them. </font> 6) What is the commonly accepted representation of an airfield runway? So far I use pavement hexes with a primary road placed on them. For smaller airfields (non concrete runways) I'm a bit undecided what would look best. Bare earth with a secondary road maybe? <font color="green"> Me I’ve used Double Paved roads or even doubled to tripled cobblestone for an airbase and for forward airfields I’ve used earth 2 hexes wide. Roads are easier but other options are more pleasing to the eye. </font> And some more scenario questions: 7) Is the AI better at assault or defense? I guess that for a proper assault I have to use waypoints to guide the AI, can I define 'hold' points for defense as well? <font color="green">Me I’ve used Double Paved roads or even doubled to tripled cobblestone for an airbase and for forward airfields I’ve used earth 2 hexes wide. Roads are easier but other options are more pleasing to the eye. </font> 8) I already found out that by placing an ammo container with zero crew, I get a nice explosion on the first turn - can this be used with reinforcements to create a timebomb that will go off some time into the game? <font color="green"> Interesting and let me know about this time bomb if you find away to make it work. </font> 9) Any rule of thumb about the length of a scenario, based on force and map size? <font color="green"> HHHMMM, as for size of map to core ratio use this link as guidance when planning frontages. Unit Frontages Bayonet Strength If you are trying for a historical scenario, do research and find out the rough size of were the battle was fought, remember 20 hexes is 1 km. There are certainly many schools of thought on this. Me I prefer bigger maps no matter the core size. </font> I hope the questions aren't too dumb, I tried reading through the various posts on the SPMBT and SPWW2 scenario boards. It seems that with every question I see answered, two more pop up when I think about what I could do on a specific map. <font color="green"> Tis the nature and beauty of the game. http://forum.shrapnelgames.com/image...es/biggrin.gif </font> |
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Re: Newbie Editor Questions
Thanks for the answers. I think I'll stick to either defending or assaulting AI, not a combination. http://forum.shrapnelgames.com/images/smilies/wink.gif
[quote] 8) I already found out that by placing an ammo container with zero crew, I get a nice explosion on the first turn - can this be used with reinforcements to create a timebomb that will go off some time into the game? Interesting and let me know about this time bomb if you find away to make it work. [quote] Well, the ammo containers arrive as destroyed, but the explosion doesn't get triggered like on turn 0. I suppose they are destroyed offboard during that first turn, and the remains then get placed as reinforcements. |
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No roads. Pavements act as roads (movement cost) and are a good aesthetic approximation for permanent airstrips. I prefer to use “road terrain” as roads. Quote:
A Good Map, Judicial unit selection (both in quality and quantity), Victory objective placement and value, Initial deployment of forces, Reinforcements (position & turn of arrival), Reaction turns, Op Fire filtering (CD version), playing around with unit or even OOB parameters. and finally Waypoints. You’d better go first to the manual, then do a post “search” and then come back with more specific questions. For “starters” a small to medium sized map, with the AI on the defense would be fine, I think. Quote:
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Mine included! http://forum.shrapnelgames.com/images/smilies/shock.gif Quote:
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Interesting. Doing it hex-by-hex indeed places straight road. The automated function (end hex several hexes away) produces wavy patterns. Perhaps I shouldn't have used 'north-south' as a qualifier. It was meant more as an orientation on the game map than actual directions. http://forum.shrapnelgames.com/images/smilies/wink.gif Sometimes, however, no matter how you rotate a map, you end up with a straight pattern that should run up-down ingame. And since some features (fields, pavement, roads) have straight up-down sprites, I thought I was simply doing something wrong. You're right: Makeshift airfield made of bare / red earth look indeed a lot better than with a central road down the runway. I know the AI isn't the most intelligent in this game. Still, the basic coding either works in favour of attacking or defending - for one mission I have to do more during scenarion design, for the other less. I'll try defending first, though. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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But this game (long past its initial release) continues to evolve, its AI included. |
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Well, thankfully there are exception, such as Stardocks Galactiv Civilisations. By not including multiplayer, they could focus on building the (IMO) best AI yet.
I just found out something incredible helpful: The copy/paster function of the map editor not only works on the same map, but you can also copy stuff from one map to another! That should allow me to build a couple of features alone (such as airfields) and when needed, copy them to the 'real' map. That feature alone was worth the CD order. |
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