Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 What are the "red carpets" for? Is this to indicate where soldiers can fire out of windows? The capabilities of the editor are certainly very impressive. I particularly liked the blocks of flats or government offices in the distance in the example. They would be a great place to put snipers! 0 Quote Link to comment Share on other sites More sharing options...
gibsonm Posted July 10, 2007 Share Posted July 10, 2007 Now that I'm back I can mirror this too if you like. I'm assuming we are using draft 4? 0 Quote Link to comment Share on other sites More sharing options...
Fly Pusher Posted July 10, 2007 Share Posted July 10, 2007 Most impressive - thank you for your efforts in putting this together Rune However, I have a comment that I hope will be constructive in some way. Primarily, I cant help thinking that the town you are building looks very 'American'. Big and open. Syria is a land that has been intensively lived in for many many thousands of years. Over this time buildings go up in former gardens, houses are extended and open space is consumed to generate ever denser housing - what you show in your example just doesnt seem to reflect this. A walk arround in seriously old cities in the medeteranian area feels almost claustraphobic. Tall buildings, very narrow alley ways and narrow roads Why do you think Fiat make such small cars ! I realise not everywhere looks like the picture and you are putting this example together to demonstrate for us, but it might be something to bear in mind. Thanks, 0 Quote Link to comment Share on other sites More sharing options...
Wicky Posted July 10, 2007 Share Posted July 10, 2007 "Elevation Changes I’ll start the map by creating the general lay of the ground using the elevation tool. Best to think of this as painting contour lines on the ground. Adding roads. You can work off a map, but for our fictional scenario I’ll work from pure inspiration." Can't see if you can import scanned maps and trace contours, roads etc directly over them or is the map editor still working on a blank canvas like in CM1? 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted July 10, 2007 Share Posted July 10, 2007 0 Quote Link to comment Share on other sites More sharing options...
Moon Posted July 10, 2007 Share Posted July 10, 2007 The good news is that it's up to you, the player, to create the maps as you would like. The game allows you to build your own buildings and arrange them as you like. The tile system allows you to create alleys as small as 4-8 meters in width. It's all a question of how much time you want to invest into it. Martin 0 Quote Link to comment Share on other sites More sharing options...
rune Posted July 10, 2007 Author Share Posted July 10, 2007 Yep, and trust me, in some of my scenario, i have some nightmarish thin allyways. Infantry can go, but not he vehicles. Rune 0 Quote Link to comment Share on other sites More sharing options...
Vikkelä Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by Moon: The good news is that it's up to you, the player, to create the maps as you would like. The game allows you to build your own buildings and arrange them as you like. The tile system allows you to create alleys as small as 4-8 meters in width. It's all a question of how much time you want to invest into it. Martin :eek: I'm impressed. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted July 10, 2007 Share Posted July 10, 2007 I'm guessing that a patient and creative designer can make works of art with the editor. Hope Theike is still around to make some crazy stuff like in CMBB and CMAK. 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by Cpl Steiner: What are the "red carpets" for? Is this to indicate where soldiers can fire out of windows?Red carpet? Are you referring to the place holder floor textures in earlier builds? They're already gone (no point in keeping rugs when armed men in ****ty boots are storming through the building). 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by Sergei: Red carpet? Are you referring to the place holder floor textures in earlier builds? They're already gone (no point in keeping rugs when armed men in ****ty boots are storming through the building). I was referring to the top image in the following. Are these red rectangles floor textures or do they have some other function, like showing where soldiers have to stand to shoot out of windows)?: 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 10, 2007 Share Posted July 10, 2007 Yeah, that was the placeholder texture. It doesn't signify anything, the finished floor texture looks different. 0 Quote Link to comment Share on other sites More sharing options...
George MC Posted July 10, 2007 Share Posted July 10, 2007 Hi Guys You have to mind the screenshots you are seeing are from a build now over three months old. Lot's of the in-game art has changed Cheers fur noo George 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 Sergei, In some earlier posts BFC said you could decide where to place windows and doors. Can this still be done? Is this abstracted or does each window and door in the game represent a real window or door? 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 10, 2007 Share Posted July 10, 2007 Yes, the locations matter and you can change them in the 3D editor. You can even rip a whole wall off. 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by Sergei: Yes, the locations matter and you can change them in the 3D editor. You can even rip a whole wall off. Great, thanks. As a corollary question, how do stairwells work? Do you place these? 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted July 10, 2007 Share Posted July 10, 2007 Originally posted by rune: Yep, and trust me, in some of my scenario, i have some nightmarish thin allyways. Infantry can go, but not he vehicles.Screenshot! Screenshot! Screenshot! ... 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 10, 2007 Share Posted July 10, 2007 No, they're not shown but are always in the middle of the "room". 0 Quote Link to comment Share on other sites More sharing options...
rune Posted July 10, 2007 Author Share Posted July 10, 2007 No, am busy working on a scenario for something. Rune 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted July 10, 2007 Share Posted July 10, 2007 THE DEMO!!!!! 0 Quote Link to comment Share on other sites More sharing options...
rune Posted July 10, 2007 Author Share Posted July 10, 2007 Wicky, if you can post the third section on thursday, it would be appreciated. Designer tip: When you merge buildings together, you should remove the walls inbetween the buildings to give more of a flow to tropps moving inside [remember internal walls and stairs and doors are NOT shown] UNLESS you want a load bearing wall in between. Generally unless a large flat warehouse type building, I remove the walls if the two building are the same height, and leave them is you put a 2 story building next to an 8 story building as part of the same building. Rune 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted July 10, 2007 Share Posted July 10, 2007 Must be challenging indeed having to clear an 8 story building ... 0 Quote Link to comment Share on other sites More sharing options...
Sergei Posted July 10, 2007 Share Posted July 10, 2007 Not if you demolish it... 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted July 10, 2007 Share Posted July 10, 2007 I have a question on roof access. Do troops just move through the roof or can you make it so the top floor occupies only a corner of the roof of the main building and has an inaccessible roof? That way, troops would have to leave a door to access the roof of the main building. 0 Quote Link to comment Share on other sites More sharing options...
SGT_56M Posted July 10, 2007 Share Posted July 10, 2007 Secondary tip, if the buildings are a different width, remove the wall for the smaller building, but leave a wall with just a door on the larger building. This keeps the buildings appearing as the same building, but leaving a path for troops to move from one to the other. 0 Quote Link to comment Share on other sites More sharing options...
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