I'm wondering how you did the bridges. Ya basically that's what I'm looking for. Although the road that you said ends abruptly is meant to end like that. It ends at the base of the canyon which is on both sides of the river in the middle. I can send you what I have so far so you can get the grid right. I mostly have just terrain textures marked for where everything is and I've been doing the height of the hills and canyon and seeing if everything is placed right on the grid.
Thanks. I've been working on one for a couple days. It hasn't been turning out nice but I've been keeping at it. I'm particularly having trouble with the bridges and the roads, I wanted to use the road that's already in the editor but it doesn't seem to work the way I want it, always connecting to other things.
Ok, I'll try, The main problem is I know what I want but I can't visualize it completely. But if I get something close that should be good for now. Well I'll be back and I'll ask for criticism on the map.
I don't mean the style of it or the doodads. I mean some of the things aren't spread out enough or the length doesn't seem right. The forest he put in the bottom right has a big gaping hole in the middle making it look like two forest. On top of the hill he put a tree and I can barely tell the different heights. The grass is just plain, but I can live with that. Supply outposts are off the map, although they look really cool. The river at the top right is too wide, there is no land to the left of the forest which is what makes the river too wide. The spring he has is really cool in the middle but once again I can tell where solid height areas should be. Some of the doodads seem out of place. Bottom hill is too far forward, the top should be right at the edge of the playable map area. Forest near hill is too close, should be over a few spaces. Forests are too dense to fit units inside and too wide in some cases. The only thing I have no real complaint on is the city, it turned out pretty good.
I've written out basically the size and that's all I can think of. I'm hoping that will make it easier to make the map I'm looking for. You could do any terrain texture if you can replace each thing I listed with something that is a viable replacement, like a giant rocks in mar sara wouldn't work for forest because you can't shoot through them, but maybe those smoke vents for a korhal map would work since it makes vision worst.
EDIT: I also don't really want too many doodads blocking the battlfield. These units will need to be able to walk everywhere. So if there are random trees in the middle of the battlefield and they block the unit from staying inside the grid box they won't do.
You could probably put in as an attachment in your post or PM it to me. I wasn't expecting napoleon style warfare but I'm wondering how you made it look now. I was going for napoleon style warfare with starcraft theme.
For the forest can 2 siege tanks fit in? I'm realizing these small details now as I'm reading what you posted about it. I'm wondering what you mean by a spring. This map is from the final my teacher made us take and I just learned that what I thought was a mountain is actually a canyon. Sorry forgot to update the post. If you can do some detail and make it so that units can walk about inside that would be good.
touche. I've never really been the artistic type. I get frustrated when it doesn't look picture perfect. That's why I'm more of a trigger kind of guy because that doesn't have to look all pretty. Sure it's tedious and it's not as well appreciated due to it not being visuals but I prefer to make things work in the backgrounds so it can only be judged by how well it works not how it looks.
I've been taking some war classes and it's been pretty fun. Strategy used back in the day was great compared to war now where it's espionage and that kind of stuff. So I wanted to make a Napoleonic style warfare map. I have a sketch of a map drawn out that I want sadly I suck with the terrain and can't make it, I've attempted it turns out ugly. If you can make the terrain you'll get credited. Please post here if you want to help.
The yellow lines are roads.
Blue lines are rivers, if yellow crosses the blue I want a bridge there
Green blobs are forest
Red square on the top are supply posts
Square in the bottom is a city
Circles at the bottom are mountains, each circle is a different height, same with the middle surrounding the river, not really high but still up some.
EDIT: Forgot the size of the map. The units move based on the gray grid lines. 120x84.
EDIT2:I wasn't specific enough in the details needed. I might need to explain some features in the map as well.
The units used in this map are normal sized marines, siege tanks, and vultures. The forests are used to boost defense of the unit inside. Attacking down the hill increases attack. The road allows the units to move faster. The river and hills slow down the units movement. Units will be broken into squads; 4 marines, 4 vultures, and 3 tanks are the max for each. There will be turns and a grid based movement system. The grid is based on the grey lines, each box being one space. The supply outpost are destroyable and will hurt that team's units(one destroyed means tanks can't fire, two means all units are slowed down). This should be a kind of rural area. Think gettysburg or vicksburg for the style of the area. Large grassy plains with hills and not that dense woods.
So to the details on the map.
The forest in the top left is 3x1 grid spaces, there is 1 space to the left of it
Supply outpost are down one space, you can walk behind it. Should be about 2x1
Supply outpost more towards east is along edge of the map, same size
Forest in the upper right is 2x1, you can increase it in the nonplayable area
Bottom right forest is 3 wide on the bottom and 2 wide on the space above it
Forest just above that is 1x2
The island inbetween the river should be about 2x1
The city should be 6x5
The forest along the road both should be 1x3
Forest next to cross roads is 3 spaces
In the middle of the map is a canyon with the river running through it
The long forest by the road to the left of the hill is just 1x1
The hill at the bottom is 8 wide, each side taking up 4 with the top having two spaces
the length of the hill is 5 spaces, two on top again
The hill should be a good ways up
The canyon should be about 6 spaces wide, the very highest point should be 1 space and is 3 spaces over from the left
River should be about one space wide
From the top to the base of the canyon should be 7 spaces
From the bottom to the base of the canyon on the other side should be 6 spaces
Road should be one grid size like the river, would like road to actually be road
Texture terrain should be kind of plains like but look starcraft themed
Island area on the far left is 3 spaces down, bridge to bridge
Bridges should be destructible, blowing them up is strategic
I believe that is all for now. It's getting late here and I'm starting to fall asleep so I might be missing some details.
I'm wondering how you did the bridges. Ya basically that's what I'm looking for. Although the road that you said ends abruptly is meant to end like that. It ends at the base of the canyon which is on both sides of the river in the middle. I can send you what I have so far so you can get the grid right. I mostly have just terrain textures marked for where everything is and I've been doing the height of the hills and canyon and seeing if everything is placed right on the grid.
Thanks. I've been working on one for a couple days. It hasn't been turning out nice but I've been keeping at it. I'm particularly having trouble with the bridges and the roads, I wanted to use the road that's already in the editor but it doesn't seem to work the way I want it, always connecting to other things.
Ok, I'll try, The main problem is I know what I want but I can't visualize it completely. But if I get something close that should be good for now. Well I'll be back and I'll ask for criticism on the map.
@StatusQ3: Go
I don't mean the style of it or the doodads. I mean some of the things aren't spread out enough or the length doesn't seem right. The forest he put in the bottom right has a big gaping hole in the middle making it look like two forest. On top of the hill he put a tree and I can barely tell the different heights. The grass is just plain, but I can live with that. Supply outposts are off the map, although they look really cool. The river at the top right is too wide, there is no land to the left of the forest which is what makes the river too wide. The spring he has is really cool in the middle but once again I can tell where solid height areas should be. Some of the doodads seem out of place. Bottom hill is too far forward, the top should be right at the edge of the playable map area. Forest near hill is too close, should be over a few spaces. Forests are too dense to fit units inside and too wide in some cases. The only thing I have no real complaint on is the city, it turned out pretty good.
I've written out basically the size and that's all I can think of. I'm hoping that will make it easier to make the map I'm looking for. You could do any terrain texture if you can replace each thing I listed with something that is a viable replacement, like a giant rocks in mar sara wouldn't work for forest because you can't shoot through them, but maybe those smoke vents for a korhal map would work since it makes vision worst.
EDIT: I also don't really want too many doodads blocking the battlfield. These units will need to be able to walk everywhere. So if there are random trees in the middle of the battlefield and they block the unit from staying inside the grid box they won't do.
Thanks for the try deathcage but the map didn't end up looking the way I wanted it. Could someone else try?
You could probably put in as an attachment in your post or PM it to me. I wasn't expecting napoleon style warfare but I'm wondering how you made it look now. I was going for napoleon style warfare with starcraft theme.
For the forest can 2 siege tanks fit in? I'm realizing these small details now as I'm reading what you posted about it. I'm wondering what you mean by a spring. This map is from the final my teacher made us take and I just learned that what I thought was a mountain is actually a canyon. Sorry forgot to update the post. If you can do some detail and make it so that units can walk about inside that would be good.
Still looking for someone. Does anyone want more information on the map before they commit? I'll give more info if you want it.
@StatusQ3: Go
touche. I've never really been the artistic type. I get frustrated when it doesn't look picture perfect. That's why I'm more of a trigger kind of guy because that doesn't have to look all pretty. Sure it's tedious and it's not as well appreciated due to it not being visuals but I prefer to make things work in the backgrounds so it can only be judged by how well it works not how it looks.
@StatusQ3: Go
I've been taking some war classes and it's been pretty fun. Strategy used back in the day was great compared to war now where it's espionage and that kind of stuff. So I wanted to make a Napoleonic style warfare map. I have a sketch of a map drawn out that I want sadly I suck with the terrain and can't make it, I've attempted it turns out ugly. If you can make the terrain you'll get credited. Please post here if you want to help.
The yellow lines are roads.
Blue lines are rivers, if yellow crosses the blue I want a bridge there
Green blobs are forest
Red square on the top are supply posts
Square in the bottom is a city
Circles at the bottom are mountains, each circle is a different height, same with the middle surrounding the river, not really high but still up some.
EDIT: Forgot the size of the map. The units move based on the gray grid lines. 120x84.
EDIT2:I wasn't specific enough in the details needed. I might need to explain some features in the map as well.
The units used in this map are normal sized marines, siege tanks, and vultures. The forests are used to boost defense of the unit inside. Attacking down the hill increases attack. The road allows the units to move faster. The river and hills slow down the units movement. Units will be broken into squads; 4 marines, 4 vultures, and 3 tanks are the max for each. There will be turns and a grid based movement system. The grid is based on the grey lines, each box being one space. The supply outpost are destroyable and will hurt that team's units(one destroyed means tanks can't fire, two means all units are slowed down). This should be a kind of rural area. Think gettysburg or vicksburg for the style of the area. Large grassy plains with hills and not that dense woods.
So to the details on the map.
The forest in the top left is 3x1 grid spaces, there is 1 space to the left of it
Supply outpost are down one space, you can walk behind it. Should be about 2x1
Supply outpost more towards east is along edge of the map, same size
Forest in the upper right is 2x1, you can increase it in the nonplayable area
Bottom right forest is 3 wide on the bottom and 2 wide on the space above it
Forest just above that is 1x2
The island inbetween the river should be about 2x1
The city should be 6x5
The forest along the road both should be 1x3
Forest next to cross roads is 3 spaces
In the middle of the map is a canyon with the river running through it
The long forest by the road to the left of the hill is just 1x1
The hill at the bottom is 8 wide, each side taking up 4 with the top having two spaces
the length of the hill is 5 spaces, two on top again
The hill should be a good ways up
The canyon should be about 6 spaces wide, the very highest point should be 1 space and is 3 spaces over from the left
River should be about one space wide
From the top to the base of the canyon should be 7 spaces
From the bottom to the base of the canyon on the other side should be 6 spaces
Road should be one grid size like the river, would like road to actually be road
Texture terrain should be kind of plains like but look starcraft themed
Island area on the far left is 3 spaces down, bridge to bridge
Bridges should be destructible, blowing them up is strategic
I believe that is all for now. It's getting late here and I'm starting to fall asleep so I might be missing some details.