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Map Tutorials
-Introduction
-Foreword by RVMECH
(Getting Familiar)
Chapter 1: Part 1
Chapter 1: Part 2
Chapter 1: Part 3
(Sculpting Tools)
-Chapter 2
(Texture Tools)
-Chapter 3
(Object Tools)
-Chapter 4
(
Misc. Map Tools)
-Chapter 5
(
String Files)
-Chapter 6
(
Scripting Teams)
-Chapter 7
(
Making Trains)
-Chapter 8

FIRST MAP
-Part 1
-Part 2
-Part 3
-Part 4
-Part 5


Site Staff
Webmaster
-LionKeypr
Map Staff
-RVMECH



 


Part 1 - Getting Started

 

In this section we will cover the procedures for making a basic map, nothing fancy just the basics. The basic keys to a good map is artistic ability, logistics, and playability. It also helps to be very familiar with the editor, saying that, let me encourage you to read the "Getting Familiar with World Builder" section.

The map we will create is to be a 2 player map, available for skirmish, as well as balanced and symmetrical. We will use a temperate (warm climate) type of texture scheme and have the scenario take place in the morning hours.

Step #1:
To start the new map we click on [File] and then select [New] from the drop down menu. Here we can select the map size, border area, and the starting height. For this tutorial we will use the default settings (Screenshot 49). Click on OK to accept them.

Step#2:
We need to setup a few things before we start. As you become more familiar with the editor these will change. For our purposes now though lets stick to simple methods. Look at Screenshot 50. As you can see we opened the "View" menu and deselected some item from the list. This was done to decrease the clipboard size and ultimately the memory usage. It speeds up the scrolling, saving and placement of objects later on down the line. It is not such a big factor in the small size map we are making currently but in larger maps it makes a very distinct difference. Turn off the Trigger areas, Shadows, Garrisoned, Sound Flags, Clouds, Soft water, and Macrotextures. The others that are unchecked are default values and should not have to be unchecked unless they were turned on previously. Don't forget to set the lighting by using the "Map Settings" menu. This is a morning map so we chose that. We will leave the global light settings to default until the map is finished. Next save the map by clicking on file and then "Save As" and giving it a name and clicking on ok.

Step#3:
Lets start by selecting our basic ground covering. Select the Flood fill tool and choose a main texture for covering our ground surfaces. After that click on the button next to the preview to swap the current texture to the secondary, choose another texture to blend in with the main (Screenshot 51). We can now easily go from one texture to another without having to search around for them over and over. Click on the swap button again to regain access to the primary texture, click the flood fill tool on the map. The map should now be covered with a lush grass, or whatever you have chosen.

Step#4:
Look at Screenshot 52. Notice the straight lines caused by the joining of the individual texture tiles. These look horrid and need to be blended with one or more other textures to eliminate them as much as possible and to make the map more pleasing to the eye. This is where our secondary texture comes in to play. Select the secondary texture and the brush size you want to use. Paint it on top of the main texture trying to eliminate the lines and at the same time not creating new ones. You can successfully do this by painting randomly to break the lines up and also diagonally (Screenshot 53). Now blend the textures by selecting the blending tool and clicking on each unblended block of tiles until they are all blended. If you make a mistake and blend the wrong texture just use the undo button and then continue on. Repeat this process as necessary using a third or even a fourth texture. Try to keep at least one tile spacing from the overlain textures to avoid blending problems. In between each process turn on the macrotexture and inspect the map for progress. When it done to your satisfaction the straight lines should no longer be apparent (Screenshot 54).

Layout and Sculpting will be discussed in part 2...

Continue to Part 2 here »