Awesome. I never used rain FX in any of my maps, but I have one in the works. Wasn't considering adding rain sfx at all, but this was helpful and made it super easy to add the ambient sound in my rainy transitions. Thanks! |
This looks like it could be such a fun team map. Did you move onto another map or just never had time to finish this one? |
Well, it can be made semi-destructable. The deck can't be destroyed but you can allow some of the decorations to be damaged. It's tough to do though since you mostly need to use objects with no destroyed state, otherwise if you had 3 bars lined up and the 2 on the sides were destroyed then the one in the middle would look like it were floating in the air.
I'm also curious what objects you're using for the truss. It looks like you're using some of the wooden fence posts. If they're not visual objects then remember you need to keep an eye on the impass layer to see whether they're blocking the path on the deck. |
I tried to check your map but it just crashes when I open it. That said, the way the pathing tool works is as follows:
Red = Object is creating an impass or terrain slope is creating an impass
Yellow = Painted impass. Any impass that YOU painted on.
Blue = I've never seen blue. Unless you're talking about the interactivity stage border? Passable terrain should be clear.
What's probably happening is you have an object that is below the terrain that you aren't seeing. If an object is below or above the terrain it still creates an impass. Set your camera angle to look directly down overtop of an area where you think you should be able to pass, and click and drag with the object tool to select the area to see if it picks up on any objects you don't realize are there but hidden. |
nm_tracks > painted_stripes
and painted_stripes_vertical |
They are action markers. The little red flag beside the object tool. Click that and select "Action Markers" under Marker Mode. Then right-click to place it on the map and a little white circle will appear. Left click on that and then click "edit action" to unlock more options in the tool above it. Then from there in the New Command drop down menu select "fx_attach". Expand that and there will be a field called "fx" where you can browse hundreds of different fx. Waterfalls should be listed under "fx_ambient > water" towards the bottom. It's just effects like splashing and white cascades so you need to get creative with how they actually look on the map. Same thing with the creeks, it's just white foam moving in a single direction that you just place ontop of water to give it the illusion of movement. |
With the heightmap editor there is a checkbox called "edit top layer". Check that, set the height value to 0 and paint over it. |
In regards to your building question, I believe making them nonselectable via scar scripting will disable being able to enter them entirely. So you can have pristine/fullhealth buildings just as decoration. |
I've never seen it done. But in the case where you can't do it through scar scripting then I suppose you could always block off that side of the map with infantry-only bridges or multiple indestructable chokepoints (nothing that can be crushed by vehicles) that are only 1 or 2 tiles wide. Then you could place the entry points just outside of that infantry only territory. So only infantry can enter/exit the territory. I'm not sure about the hitbox size of the new factions. 2 tiles is enough to get an AT gun and other support weapons through, but I'm not sure about the smaller vees such as the OKW wagen or any of the smaller American vees. |
Well, as a map maker myself I always try to make the map stand out by getting creative with the setting of the map so that it's not just another forest or village. There has to be something that gives it character. I'm currently working on a map that has a castle and small town around it. I'm hoping my take on a castle will be unique enough that people enjoy the theme.
With the release of WFA and that addition of waterfall FX, I'd like to see more maps utilize waterfalls. But I'm also tired of maps with bridges acting as chokepoints, so I'd like to see more open maps that don't have a river and a few bridges cutting it down the centre.
And there are very few maps in the workshop that have both a winter and summer variant. It would be nice to see more maps that do both. It's a tough thing to do since the only difference that isn't cosmetic is ice and deep snow.
I just finished watching the movie "The Monuments Men". And there were a lot of scenes of the soldiers driving through lush green forests. I think I'd like to see more maps that feature deciduous trees instead of the coniferous pines, with lots of green and small creeks. Pristine forests and not obliterated wasteland. Although it's hard to do that since there aren't many types of trees for us to work with.
I'd like to see a uniquely themed 2v2 map, with standard resources and population cap. Just throwing an idea out there.... how about a rock quarry? The WFA has added new rock objects that can be used as cover and new civilian trucks that would look great in that kind of setting. |