(2 - 4) Overgrowth
![avatar of DrunkinGambit](/uploads/avatar/873.jpg?updated=1371338423)
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![:P :P](/images/Smileys/tongue.gif)
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2. Create a new .scar file to your map directory. Make sure it has the same name as the .sgb file.
3. Add the provided code to it. Save. Export package.
![avatar of DrunkinGambit](/uploads/avatar/873.jpg?updated=1371338423)
Posts: 150
Thanks Janne
![avatar of Srinidhalaya](/uploads/avatar/8556.jpg?updated=1383261345)
Posts: 357
![avatar of DrunkinGambit](/uploads/avatar/873.jpg?updated=1371338423)
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I'm glad you like the map Moonchild. I'm open to all suggestions regarding atmosphere properties or other aesthetics.
Thanks all.
![avatar of DrunkinGambit](/uploads/avatar/873.jpg?updated=1371338423)
Posts: 150
EDIT: This works 100%. Janne, please put together a tutorial or TOTW on this. Search lights are now on in game.
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![](https://i.imgur.com/jrm2qNk.jpg)
![avatar of PureBunk](/images/avatars/is2.png?updated=1395697077)
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![avatar of DrunkinGambit](/uploads/avatar/873.jpg?updated=1371338423)
Posts: 150
As for mud: I thought about it, but decided against it. I myself am not a huge fan of it, and I didn't want to force this into the map just because I have some muddy areas. I think if I'm going to use mud and deep snow, it has to be planned from the start, which I didn't do here. The absence of mud certainly does not make or break this map, so I'm done thinking about it, but may consider using it in future maps.
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![:) :)](/images/Smileys/smile.gif)
i think to use mud and deep snow correctly you have to desgin the map around it. you can't just throw it into an already made map and say wala. (like certain someones do
![;) ;)](/images/Smileys/wink.gif)
for all the potential thease features have i yet to see someone use it to its mimimum potential.
![:( :(](/images/Smileys/sad.gif)
![avatar of Srinidhalaya](/uploads/avatar/8556.jpg?updated=1383261345)
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They remain locked in the spawn East.
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