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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


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Map Staff
-RVMECH



 


Part 5 - Placing Props, Audio, and Skirmish areas

 

This chapter should bring us to completion of the basic map. I will be writing a tutorial for triggers and lighting in the future. I will also make this map available for download so that you may have it as a reference when designing your first maps. I will make it as a read only file so that it cannot be written over without you literally wanting to do so. 

I want to dress up the shallow areas of the river a bit so I'm going to add some rocks on the river bed and lower them using the z-axis slider to around -3. This will give the rocks the appearance of being half submerged and looks very natural. If you look closely at some of rock formations you can make out moss growing on the sides. Rocks are located in the civilian house object directory under Misc. Natural Objects (Screenshot 77) You can rotate them randomly, this gives the illusion that there are actually several different types of rock formations when in reality there were on a few types used.

Trees and other shrubbery are almost a necessity with most maps. They make the map look natural and they fill in the gaps. When making large maps try to remember that there is a 3000 object limit to it. This requires thoughtful thinking on your part as to placement. Trees usually grow in groups and the variety of the trees doesn't vary much within the group. Don't place too many trees in the building area or they become more of an obstacle than anything else. In this example I kept the trees in the mountain regions, bridge areas, and the towns. You can use the grove tool to place the trees by selecting that tool and then selecting the species and the number (by percentages) and then forming a square with your cursor and dropping them into place. I don't do this myself and don't really recommend it. I place each tree independently, one at a time so as to be reasonably sure that they do not interfere with anything. They can get in the way of troop movements, AI pathfinding, as well as blocking valued building space (Screenshot 78). I received some advice from Harvard Bonin when designing a large map, I was getting close to the limit and he suggested eliminating the bushes and replacing them with trees...Quote" You get more bang for the buck" Unquote. I liked that idea and have pretty much stayed with it. When the map is pretty close to being completed I go back and add bushes and other items if there is room for them.

When making a map for RA2 most youngsters and novice map makers usually had trouble adding in sound effects. This was mostly due to not understanding the trigger construction. This problem does not exist with the World Builder. Sound effects can be added just like any object. The sound effects are located in the Civilian house Object directory. Grab the sound that fits the scenario and place it on the map. Please guys, lets be conservative with the effects. We don't need to have 90 river sounds for a small river with only 2 bridges. Place the sounds in high traffic areas. I put a river loop near each bridge, a meadow loop near the starting waypoints, and some bird sounds near the trees (Screenshot 79).

The players will need an economy if they plan to get very far, so lets not forget to add a cash system. Select a supply dock from the object directory and set them down in the corner of each Starting Area (Screenshot 80). You can place them wherever you like but the AI would like to have them reasonably located. Also as a personal preference I find that having to protect a cash supply all the time just isn't much fun. I like to do battle not fend off a couple of annoyances periodically. I normally give each player a supply of cash that he is assured of holding for awhile, Other supplies can be scattered about the map. Think of it as ore if you will, normally most RA2 maps gave you a starting ore field to get gameplay started, after that was exhausted then the minors moved out. This example is being designed as a small map with fast gameplay and equal sides. Therefore, only one supply dock for each player and no other tech buildings will be used.

OK, The map is done.....for multiplay. It does however need some extras if you want it played as a skirmish map. The needed items are AI trigger areas and AI skirmish players. To add the trigger areas select the trigger area tool and then drop the trigger point at the four corners of the map and again on the original point forming a closed square around the WHOLE visible area of the map then name the area "CombatZone" (Screenshot 81). UPDATE: PLEASE NOTE THAT THE SCREENSHOT SHOWS THE AREA NAMED 'SKIRMISHWORLD'. Don't use that name. Just use CombatZone.

Next add 2 more trigger areas at each Player Starting Area around the core of the base area, or in the estimated core area of base. These are named "Inner Perimeter"1 thru 8. The numbers designate which player area they are located at. These SHOULD NOT reach clear to the border of each area as this area calls up AI triggers for defending it's structures and for structure placement to some degree (Screenshot 82).

The last 2 Trigger areas will also be placed in each Player Starting Area with the difference being that it will encompass the WHOLE player area. This determines the base defense area and also calls up other AI triggers. These are named "Outer Perimeter"1 thru 8 (Screenshot 83).

The next items to add to the map will be 3 waypoint paths for each side. These are labeled Flank, BackDoor, and Center. The waypoint paths differ from map to map. The names remain the same but the layout depends on the shape and layout of the starting area and the map proper. To create a waypoint path select the waypoint tool, place the first waypoint down and then drag a line to the next point. The first waypoint path we need to add is the flank path. As the name says it will go on the flank, or one side, of the players starting area. Both Player1 and Player2 will have flanks in the same general locations as the flanks will overlap into both base areas. Label these paths Flank1 and Flank2. See screenshot (see picture » Flanks.

On the other side of each players base we will be adding the BackDoor waypaths. They are created in the exact same way with the exception of the names and the locations. Label these BackDoor1 and BackDoor2 (see picture » BackDoor.

The final path is called Center. Normally this waypath goes from the center of the base thru the main approach area, however on this particular map notice that there are no central approach areas. So we will split the path to go over both bridges into the opponents base area. Make a path from the center of the base to a point directly in front of the bridge and then drag a waypath across the bridge in to the other players territory. Now repeat the process on the other side using the central waypoint as the anchor. Label these waypoint paths Center1 and Center2. Look at screenshot (see picture » Center to see the layout..

The last thing that this example needs, other than testing, is skirmish players. If you don't add these then the AI is non existent. It just sits there waiting to get whacked with its hands in its pockets. Go to the edit menu and select "Edit players list" (Screenshot 84). This will bring up another dialogue box and the option to "Add Skirmish Players" (Screenshot 85), click on it and then click ok after it has added in the players for USA, GLA and China.

Congrats! You have just completed a map for Generals. At the time of writing these tutorials the editor was not released yet, nor obviously was the game. The editor is supposed to be released a month before the game, so testing the map is not going to happen until the game comes out. However, I can test it, (hehehe) so I'll fire up the game and see if the AI acts properly, check for lag, and make sure the game play is fast. Wish me luck ....here we go...

 

Success!!!! Check out the Screenshots=)
-Bunkers
-Almost got him whipped
-He was Owned

Get the map we just made HERE. If all the resources of the game come with the editor then it will be viewable. If not then you will have to wait for the game. This concludes this section on the Making Of Your First Map.

 

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