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Some editor tips


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Hi people,

I've analysed many of the (campaign) maps now and have also been making some myself and want to share a few tips with you.

1. When connecting Paved 1 roads with either Gravel or Dirt roads, I strongly suggest to refrain from using normal or T-intesection tiles with the Paved road. It looks really akward because the Paved road is much wider and no fluid blending between the two types is possible.

Simple use straigt tiles for both roads and place a Gravel (for Gravel roads) or a Dirtlot (for Dirt roads) tile where the roads meet. Those use the same textures and make for a fine looking transition.

2. This just my personal taste, but I generally underlay EVERY fence/bocage row with high grass tile (either Tall Grass, Weeds or Flowers, rarely XT Grass). This makes it easier to see them in 2D mode, makes kinda sense and adds concealment along fence-lines.

3. Don't underestimate the concealment capabilities of Brush tiles. It's pretty immense actually. Some mappers like JonS underlay every Bocage line with Brushes.

4. Great attention has to be paid to buildings and elevation. The game doesn't do very well with hight differences and buildings. I either make settelments flat or control the height differences very strictly by only letting them occur in between buildings. (At least one tile withouth a structure around a tile where I set a height increasing or decreasing tile.

5. It's not possible to have roads run through fences (no road and fence on the same tile) for instance with fences with holes.

With the trick explained in 1.) it's possible to make a credible workaround. Just place a Dirtlot or Gravel beneath a fence tile where a road is supposed to run through

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4. Great attention has to be paid to buildings and elevation. The game doesn't do very well with hight differences and buildings. I either make settelments flat or control the height differences very strictly by only letting them occur in between buildings. (At least one tile withouth a structure around a tile where I set a height increasing or decreasing tile.

But you can also take advantage from AS height differences directly under or beside buildings, when creating devastated urban areas. The resulting sharp spots make for nice piles of rubbles in conjunction with appropiate ground textures. For these I used "hard" and "rocky red 2", both modded (1 = Aris, 2 = own creation):

p><p> <img src=

<a  href=%7Boption%7Dhttp://img809.imageshack.us/img809/3598/cmnormandyrubble3.jpg' alt='cmnormandyrubble3.jpg'>

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I am amazed at the possibilities of the map editor and especially the implementation of modular buildings, the choice of the number of doors and windows, balconies that can add, the colors of the buildings, of course there not many administrative buildings like the post office, station, factories, etc ... but the ability to add modular buildings is not limited to 8, this provides an opportunity for modders to work on different styles of European buildings!

WIP :

cmnormandy2012051014370.jpg

cmnormandy2012051015091.jpg

cmnormandy2012051000341.jpg

cmnormandy2012050911220.jpg

Uploaded with ImageShack.us

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