Lacroix Posted April 30, 2014 Share Posted April 30, 2014 Still work in progress. Settings: battle size: tiny-small players:2 type of battle: probe/attack/assault (not good for meeting engagements) time:30-45mins Description: attacker can choose to go either via bocage terrain and marshes or use direct route (2 roads). the objectives are couple houses in the north east (first screenshot) attacker (us) starts in the lower right and left corner (protected by bocage) I do not guarantiee that ai will do anything/everything it should. Recommended for multiplayer with house rules (no AI in multiplayer) first map i ever tried to make so its not very polished (should have spent at least X more hours adding objects and making it feel natural and random) untill i do that (couple days) its Work in progress tip1: marshes might be more dangerous than you think tip2: fences can damage your tracks/wheels (there are many fences) tip3:Map is very Flat (can be very important) tip4: craters can be useful download link: http://www.speedyshare.com/uqmRp/QB33-ALpha.btt (put it into C/D/ or E:battlefront/combat mission/game files/quick battle maps map name is QB33 alpha Bellow are 5 screenshots Tactical map: Part of the objective Isolated farm: routes to the objective random screenshot: 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted April 30, 2014 Share Posted April 30, 2014 Looks nice so far. If you want to make it look more natural, try imagining how things would work in real life. For example, how do they get the tractor from the farm out to the fields? If it drives the same way often, it will cause tracks in the landscape, you could represent that by dirt road and some muddy areas where the dirt road goes into the field, etc. Also elevation changes, even a subtle curving slope that goes through the entire map can do much to make it seem more lifelike. 0 Quote Link to comment Share on other sites More sharing options...
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