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Final
Alert2 Map Making Tips
The
map making tips you find on this section are provided by various map
makers in the community. If you'd like to add your tip to this section,
please send an email to me and
your tip, if not already posted, will be placed in this section...lion
by Almyghty
added 4/24/01
For those who've had
questions about or problems with bridges, I hope the following information
will help. I've discovered these facts through experimentation to fix
problems in my own maps.
Bridge building tips:
1)
While you CAN have
bridges longer than 30 [diagonal] tiles, anything longer than that cannot
be repaired. This is because a bridge repair hut will not repair a span
longer than 30 (possibly more than 30, but definitely less than 40) tiles,
regardless of how many bridge supports you place in between. If the
overall span is longer than the maximum, the bridge repair hut will repair
as far as the most distant bridge support that is closer than the maximum.
(In other words, if the span is 70 tiles, and you have a bridge support 25
tiles away and another support 50 tiles away, the bridge repair hut will
repair as far as the support that is 25 tiles away.) Thus, if you wish to
create a longer bridge and still have it repairable, you need to break it
up with an island/cliff 30 or fewer tiles away from each end.
2)
If you find a bridge
tile appearing "in the air" when trying to place a bridge
support, or you can't seem to place a bridge end properly, this means that
you're overlapping the bridge end or support with a bridge overlay tile.
I've found that the best solution for this is to run bridge overlay to the
approximate location of the bridge end or support, but leave a space or
two, then place the support or end, and then finish the overlay. Another
easy method works well if you're using something to divide the map to
create a symmetrical map, in which case you can simply locate ends and
supports relative to your dividing "line," and then use the
simple overlay tool to place the rest of the bridge.
3)
If a bridge is segmented
with bridge supports, using Tanya, Ivan, etc., to blow up the bridge
repair hut will only destroy the uppermost segment of the bridge. Of
course, this still accomplishes the objective of making the bridge
uncrossable, but it means you cannot drop enemy units into the water if
they're "below" the uppermost segment.
4) Finally, to the best of my
knowledge, there is no way to make a bridge indestructible.
by Cannis
added 4/14/01 Placement
near blue and red borders and other tips:
The top of the map requires more leeway than the bottom, and the sides
require the least leeway of all. At the top of the map there are cells you
can see but units can't reach - ever see a load of gems at the top of the
map that miners can't harvest? The moral of the story is, don't build near
the top of the map, leave some breathing space there.
The borders are just rough guides, and shouldn't be taken as absolute
markers. They're pretty good when map elevation at the top and bottom
edges are 0, but as elevation at those edges increases the borders become
very inaccurate. In extreme cases (elevation 8+), the visible area of the
map may have to be manually changed to avoid graphical errors in the game
[an aside:
this is an intermediate technique that can be covered in a later
tutorial]. When in doubt, place trees, temporary pavement tiles, or other
markers near the borders so you can see what units can reach and what they
can't in the game. The greatest range of elevation from the lowest to the highest point on the map is
14. In other words, if the bottom of the map is at elevation=0, then the highest point in the map cannot exceed
elevation=14. Otherwise all cells at elevation=14+ will exhibit hall-of-mirrors (HOM) graphical errors in the game. Decide from the outset if the map is to be used as a multiplayer map only,
or if skirmish games will also be supported. If skirmish games are to be
supported, the map will have to be constructed so that the computer AI
doesn't get confounded by the map. And the computer AI can get confounded
pretty damned easily, so if it's a skirmish map you're after, playtest
playtest playtest.
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