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June 21st, 2012, 10:04 PM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Map making for hire
Oh, crap! I just loaded the map attached in a fresh install of SPMBT, and it turned out to be the wrong one!  (I wonder if we can edit our long submitted post in this forum ??)
Okay, here it is, two maps in a single zip file. The smaller one of them I have actually "tested" in a PBeM with good results regarding the effects on ATGM and sniper role.
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July 4th, 2012, 11:38 AM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
Thanked 5 Times in 5 Posts
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Re: Map making for hire
Quote:
Originally Posted by RightDeve
Oh, crap! I just loaded the map attached in a fresh install of SPMBT, and it turned out to be the wrong one!  (I wonder if we can edit our long submitted post in this forum ??)
Okay, here it is, two maps in a single zip file. The smaller one of them I have actually "tested" in a PBeM with good results regarding the effects on ATGM and sniper role.
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I'll have a look at this tonight.
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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July 4th, 2012, 06:26 PM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
Thanked 5 Times in 5 Posts
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Re: Map making for hire
Here is Pyros' method for making tall buildings. He showed me this when I was helping him with his ANZAC Campaign. Attached is a map download with an example.
1- Choose your building size and location.
2- Use desired terrain height(100 in my example) to cover area building will occupy. Slope hexes should be covered by building.
3- Cover heightened terrain with impassable terrain.
4- Place building in desired location.
In my example the outside edges of the building are at height 95, inner hexes of the building are 88. Hexes immediately surrounding are at 0.
This technique provides you with a tall and impassable building with no surrounding slope.
Hope you find this helpful.
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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July 5th, 2012, 04:19 PM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Map making for hire
Quote:
Originally Posted by Cameronius
. . . . . . .
This technique provides you with a tall and impassable building with no surrounding slope.
. . . . . . .
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I just realized that high-rise buildings indeed should be impassable to vehicles. Without impassable hex under the building, a player could cheat by ramming his tanks into one of those "elevated buildings", creating an almost impenetrable tank fortress hundreds of meters above the surface. This is only worse if that player uses an engineer tank so that this tank won't be immobilized.
To create this, lay a carpet of impassable hexes in the area the building will be placed. Without raising anything yet, place the building hexes on top of that impassable carpet, but leaving one impassable hex open (usually on the center); then raise this open impassable hex using the asterisk key, to make it the "supporting pole" for the entire high rise building complex.
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July 6th, 2012, 04:24 PM
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Corporal
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Join Date: Jun 2005
Location: London, Canada
Posts: 194
Thanks: 13
Thanked 5 Times in 5 Posts
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Re: Map making for hire
Quote:
Originally Posted by RightDeve
Quote:
Originally Posted by Cameronius
. . . . . . .
This technique provides you with a tall and impassable building with no surrounding slope.
. . . . . . .
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I just realized that high-rise buildings indeed should be impassable to vehicles. Without impassable hex under the building, a player could cheat by ramming his tanks into one of those "elevated buildings", creating an almost impenetrable tank fortress hundreds of meters above the surface. This is only worse if that player uses an engineer tank so that this tank won't be immobilized.
To create this, lay a carpet of impassable hexes in the area the building will be placed. Without raising anything yet, place the building hexes on top of that impassable carpet, but leaving one impassable hex open (usually on the center); then raise this open impassable hex using the asterisk key, to make it the "supporting pole" for the entire high rise building complex.
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Good to see that you are experimenting. The map editor can be quite tricky, but by trying different things you can usually come up the a compromise that will achieve you tactical goal for the scenario design. 
__________________
Double tap, Dash, Down, Crawl, Observe, Locate the Enemy and Return Fire.
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