My first 2 vs 2 map (work in process)
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
My first 2 vs 2 map (work in process)
Hi all, i just want to show u my first selfmade map.
i got inspired by a subreamcommander 2 map and just wanted to transform it for warzone.
the map is working, but in fackt i have problems with pathfinding and the units go off the cliffs ( on higmap i have a hard cut bitween black and white without any types of gray and in flaME the cliffs are specialy marked as cliff)
for building the map i used flaME, for the highmap i used Gimp(shop).
would be realy nice if someone could test my map and give me some feedback how to make it better.
ps: the map was ment to be played with lots of hover and air and massiv mapcontroll, its a 2 vs 2 map ( up side vs down side )
i got inspired by a subreamcommander 2 map and just wanted to transform it for warzone.
the map is working, but in fackt i have problems with pathfinding and the units go off the cliffs ( on higmap i have a hard cut bitween black and white without any types of gray and in flaME the cliffs are specialy marked as cliff)
for building the map i used flaME, for the highmap i used Gimp(shop).
would be realy nice if someone could test my map and give me some feedback how to make it better.
ps: the map was ment to be played with lots of hover and air and massiv mapcontroll, its a 2 vs 2 map ( up side vs down side )
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
sorry, forgot to add the map 
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Olrox
- Art contributor
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- Joined: 03 Jul 2007, 19:10
Re: My first 2 vs 2 map (work in process)
And some screenshots - those would be nice. You can provide full-map overviews by zooming out in flaME and pressing ctrl+1, ctrl+2, ctrl+3 and so on, to adjust the view range.Aratonizma wrote:sorry, forgot to add the map
~Olrox
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Maedhros
- Trained

- Posts: 84
- Joined: 09 May 2010, 03:08
- Location: England
Re: My first 2 vs 2 map (work in process)
i just had a quick peek at the map, and just want to say i like the idea you have here. keep up the good work 
i noticed you have the same problem as me with any burnt up buildings you put in the map looking blue and weird lol
i noticed you have the same problem as me with any burnt up buildings you put in the map looking blue and weird lol
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Boris
- Trained

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- Joined: 24 Apr 2010, 13:52
- Location: About 10 years playing and creating warzone.
Re: My first 2 vs 2 map (work in process)
Good for start. You need more to learn highmap..
Use a paint brush for colors, small high and better looks.Here is your bugs(see images).
Use a paint brush for colors, small high and better looks.Here is your bugs(see images).
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
thx for the feedback!
can someone give me a hind how i change the hovers can go up and down all cliffs?
can someone give me a hind how i change the hovers can go up and down all cliffs?
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
i finaly made some changes:
1. Changes the passabla ways in the highmap to make smother gateways
2. Deleted all Buildings
3. Changed the position of an oilplatform to make it accassable ingame
1. Changes the passabla ways in the highmap to make smother gateways
2. Deleted all Buildings
3. Changed the position of an oilplatform to make it accassable ingame
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Aratonizma
- Greenhorn
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- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
can someone help me with my hover problem?
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Zarel
- Elite

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- Joined: 03 Jan 2008, 23:35
- Location: Minnesota, USA
Re: My first 2 vs 2 map (work in process)
What's the problem? Hovers are slow going up cliffs, but they can go up any cliff any other unit can go up.
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KukY
- Regular

- Posts: 1859
- Joined: 20 Mar 2009, 21:56
Re: My first 2 vs 2 map (work in process)
In trunk they are immobile once they get onto waterZarel wrote:What's the problem? Hovers are slow going up cliffs, but they can go up any cliff any other unit can go up.
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
jea, but the cliffs shouldnt be accsassable for all units... i dount want the howers to be able to go wherever they want ^^
is there anny way to forbit them to go off the cliffs?
if not this mape dousnt make that much sense, ore at least the cliffs are useless cause its a iland-fight
is there anny way to forbit them to go off the cliffs?
if not this mape dousnt make that much sense, ore at least the cliffs are useless cause its a iland-fight
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Rman Virgil
- Professional

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- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: My first 2 vs 2 map (work in process)
See what you mean. That should not be. Hovers climbing sheer cliff face is ridiculous - the tech absolutely does not allow for that in RL (Hover is not anti-gravity or Mag Lev). Are you sure you have assigned all your impassable textures as cliff in FlaME ? I'm using the Arizona tile set and this is definitely not happening with Hovers.Aratonizma wrote:jea, but the cliffs shouldnt be accsassable for all units... i dount want the howers to be able to go wherever they want ^^
is there anny way to forbit them to go off the cliffs?
if not this mape dousnt make that much sense, ore at least the cliffs are useless cause its a iland-fight
BTW, you have many HM level transition artifacting like water textures going up 90 degree cliff face and such.
I like your overall design concept though I've yet to give it a good going over because of this Hover issue.
- Regards, RV
EDIT: I just checked the default setting in FlaME for Cliff Face in the Rocky Mountain tile set and it is correct. Something weird going on here.
Also.... I think you should place a Command Center for each player. Seems like you can now compile and run a map without doing that. There were a good 9+ years when you could not even compile a map out of the editor without placing a Command center for each player.
.
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Rman Virgil
- Professional

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- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: My first 2 vs 2 map (work in process)
.
Quick follow-up before I hit the hay - long day, need to sleep.
Took a closer look at your map. First in FlaME then with my own compile.
There is nothing wrong with the game binary or FlaME.
The Hovers are behaving as they are because of something YOU did. Basically you used passable "Rubble" textures as impassable Cliff Face WITHOUT re-assigning the default property to impassable cliff. That's it.
Very easy to fix.
Go to your Texture Display Pane.... at the bottom check the box to "Display Tile Types"..... go to the passable "Rubble" texture you used as cliff.... select it.... go back down to the Pop-Up Menu which is displaying "Rubble"... click on it and you will see all the Terrain Types... scroll down to "Cliff Face" and select.... Your "Rubble" Texture has now been re-assigned as Impassable Cliff Face.... Recompile.... problem solved.
- RV
.
Quick follow-up before I hit the hay - long day, need to sleep.
Took a closer look at your map. First in FlaME then with my own compile.
There is nothing wrong with the game binary or FlaME.
The Hovers are behaving as they are because of something YOU did. Basically you used passable "Rubble" textures as impassable Cliff Face WITHOUT re-assigning the default property to impassable cliff. That's it.
Very easy to fix.
Go to your Texture Display Pane.... at the bottom check the box to "Display Tile Types"..... go to the passable "Rubble" texture you used as cliff.... select it.... go back down to the Pop-Up Menu which is displaying "Rubble"... click on it and you will see all the Terrain Types... scroll down to "Cliff Face" and select.... Your "Rubble" Texture has now been re-assigned as Impassable Cliff Face.... Recompile.... problem solved.
- RV
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Aratonizma
- Greenhorn
- Posts: 15
- Joined: 08 May 2010, 22:23
- Location: Köln, Germany
Re: My first 2 vs 2 map (work in process)
now it works
i allso tryed to solf the problem of artifacting but after 3 houres i am out of power for that ^^
may you try the new version and give me some hinds how to fix the artifacting problem ( i used to edit the map and than try it in WZ )
i allso tryed to solf the problem of artifacting but after 3 houres i am out of power for that ^^
may you try the new version and give me some hinds how to fix the artifacting problem ( i used to edit the map and than try it in WZ )
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