Map Editor Buttons Part Three (Full Version)

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Wild Bill -> Map Editor Buttons Part Three (4/16/2001 1:38:00 PM)

And here are the last ones. I hope you seriously get familiar with these buttons, then read Scenario Design 101 PART III - Map Making Part 2 [img]http://sites.netscape.net/rcclout/button12.jpg[/img] For damage effects you can have small craters, large craters (very destructive - they'll make a building sometimes just turn into a heap of rubble) or city-grid. This one I hardly use at all. I don't always like the type of layout it gives, but try it out. [img]http://sites.netscape.net/rcclout/button13.jpg[/img] These are handy. The text button will allow you to write on your map. The "fill" and "fill range" buttons allow you to add increased amounts of the same type of terrain instead of clicking until you get cramps. [img]http://sites.netscape.net/rcclout/button14.jpg[/img] Here are some more interesting buttons. You can cause the nationalities to switch sides on the map, convert streams into canals (yes-no choice) and lay railroad track. [img]http://sites.netscape.net/rcclout/button15.jpg[/img] These last three will let you save your map, go back to main editor screen (to change terrain type, lets say) or to display the "help" menu for making maps. You'll get comfortable with these buttons only with practice. With them, you can make some very beautiful maps. Wild Bill




Don -> (4/16/2001 5:03:00 PM)

That very last button is one you really need to use and learn what it tells you - the help button. It brings up a screen with all sorts of great info, including the "z" key building lock info! Then you won't be :confused: LOL




Wild Bill -> (4/16/2001 9:51:00 PM)

Very true, Don. It is quite handy...WB




ruxius -> (4/18/2001 9:22:00 PM)

er..well I beg my pardon for my lazyness , I neglected to look at it too often.. :rolleyes:




dfsrusa -> (4/18/2001 9:36:00 PM)

Just a question about rail roads. It seems to me that they have no effect on game play, i.e. they don't act as a road for movement purposes, right? So they are basically there for the purpose of making the maps more realistic, or true to actual maps of the battle. Am I missing something? Scot Stephenson




Don -> (4/19/2001 12:29:00 AM)

Hi Scot, Most times RR tracks are for looks - if the actual terrain you are portraying has them, you'll want them on the map. Of course if you're making a scenario with a train in it, then you'll have to have tracks in it. RR tracks are not listed in the terrain movement chart, but I suspect that moving on them can be beneficial, depending on what the surrounding terrain is. One way to tell is to have a unit near the tracks, and try to move the unit by clicking some distance away, but parallel to the RR tracks. If you do this with a road near, the unit will cut over to the road, go down it, then back over to where you clicked. If it does it with the RR tracks, then you know that travelling on it is easier than the surrounding terrain.




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