Rokko Posted May 11, 2012 Share Posted May 11, 2012 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 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted May 12, 2012 Share Posted May 12, 2012 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): http://img809.imageshack.us/img809/3598/cmnormandyrubble3.jpg' alt='cmnormandyrubble3.jpg'> 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted May 12, 2012 Share Posted May 12, 2012 And with bits of creativity, one can also build factory like areas: ] view in map editor: ] 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 12, 2012 Share Posted May 12, 2012 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 : Uploaded with ImageShack.us 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 12, 2012 Share Posted May 12, 2012 Just to illustrate what I mean the thread above, here a pic about a Railway Station! Uploaded with ImageShack.us 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 12, 2012 Share Posted May 12, 2012 Uploaded with ImageShack.us 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted May 12, 2012 Share Posted May 12, 2012 Just to illustrate what I mean the thread above, here a pic about a Railway Station! Uploaded with ImageShack.us Very nice, patboy! Looking forward to your textures pack, when it´s ready. :cool: Here´s yet a minor RW station, an unedited independent house and few doodads: ] 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted May 12, 2012 Share Posted May 12, 2012 First attempt making a short video. Explains usage of the various key combos to make independent balcony and facade layout on modular building: http://youtu.be/y6nn4t2Mmmc CTRL + SHIFT + Click = Balconies CTRL + ALT + Click = Changing whole facade CTRL + Click = Changing Door & Window layout of a single story/basement 0 Quote Link to comment Share on other sites More sharing options...
patboy Posted May 12, 2012 Share Posted May 12, 2012 Very good video, can I don't doubt, combined with future Thank a Lot's Normandy buildings mod help map designer! Your Railway station is very good and depict with accuracy what you can see in a small French town! 0 Quote Link to comment Share on other sites More sharing options...
Mutunus Posted July 22, 2013 Share Posted July 22, 2013 Are there any other threads with mapping tips and tricks? If not, can any experienced mappers add a few more suggestions? 0 Quote Link to comment Share on other sites More sharing options...
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