A few things for your fields...
SPLATS SPLATS SPLATS!
Use colorize tool on the spline, and on the alpha scale, make parts of the field spline completely transparent, and then use a dirt layer in the tile tool to paint underneath the spline. I like one named Rocky Dirt or something to that affect. I use it everywhere. DONT FORGET to double click your tile layer, and change scale from .7 to 1.0. Do this at different parts of different splines, so you lose the repetitive pattern.
Also, make all of the splines semi transparent on the alpha scale, maybe 175-200, so the tile dirt layer is slightly visible through the field spline.
SPLATS!
and last but not least, dont forget SPLATS! |
Finally got to play it vs CPU. Very nice, the detail is superb. I like the balance, and the size of the map. The far right and left points can be easily overlooked, making them great targets of opportunity. Amazing work, Ofield. |
Very nice!
A tip to increase production speed; In an area not yet detailed, or in the non interactive zone (wont work outside of the "playable area"), go through the object placement tool, and place one of all the detail objects in a tight area, that way you have quick access, and visual representation of anything you might need. Prioritize them based on the theme, so if you are making defensive structures, place all of the sandbags, barbed wire, ammo crates...ect. You can then, simply copy the object needed, instead of sifting through the list of words. Also do this with a few splines as well, for trench's, sandbag walls, fences, walls...ect. Don't forget to select everything and make a stamp, so the next map, all you have to do is place the stamp.
Don't forget to checkout, TheBaconBox. |
What is considered good, is in the eye of the beholder. I would suggest keep going the path you have chosen. Maybe instead of 3 crossing, make it 5, and make the crossing wider to accompany more troops, but less distance from shore to shore. You will get good experience working with river bank details...ect. The hardest part, is not getting distracted and losing your original vision. There is always room for improvement, but don't get lost in change. |
Mr. Soup has a very strong point...and to add to his thought...
While competitive play style and balance always appears to be the most demand, the fact is, most of the competitive players don't play custom games to begin with. That being said, the majority of custom game's, are usually playing something that somebody they know, made. The point? Make lots of friends. |
It could probably be expanded into a dynamic weather mod, but I would hate to keep expanding it into vapor ware. At this point I'm still not sure when, if at all, this will get started. But I think if developed correctly, it would be adjustable on the map maker end, per certain dynamics. For example...
-Ability to save custom atmosphere settings, and transitions
-Ability to select from a list of modifiers
1) Movement speed
2) Visibility distance
4) Tactical Ability restrictions (no arty during event...ect)
5) Health modifiers (similar to freezing, but maybe also suppress during event)
6) Variety of terrain top layers (Deep sand, temporary water puddles)
7) Lightning strikes (rare chance of setting a building or tree on fire, maybe frying an infantry unit or disabling a vehicle)
8) Customize event length, and rate of occurrence, of which can be selected to be random.
I imagine that per script variables, the mapper could select from these options to customize to their vision.
In my African Map example, I could have deep sand for the terrain top layer, transition into a sandstorm after 25 minutes or so, that last for the rest of the map. I could set visibility to near zero for the sandstorm to simulate a "heavy" event, or less affecting for something more softer.
In the Rain Storm Example, the top layer could be placed in low area's, and fill up very shallow level of water, which would restrict movement speed like normal, but then slowly disappear over time after the storm is over. Again, the rate of occurrence, length of the storm, could be defined or randomized.
Heat waves sound interested, especially in the idea of a desert map. Moving infantry over long distances would slowly drop health, and sitting still would recover slowly, but maybe a faster rate near water or shade?
These modifies should also be applicable to blizzards, adding the ability to randomize, or customize transition times, length of events, view distance modifiers...ect. |
How many players was the map? How big was it? What kind of buildings, landscape...ect? |
Anyone interested in making a sandstorm mod? It would be similar to how blizzards work, without the temperature aspect, but artillery restrictions, visibility limits, movement speeds..ect would be present. If so, I would be willing to make an African based map to accompany it.
I'm not up to speed on MODS, but I can probably help with some things. |
I've run into some expected technical difficulties. Gamestreaming is unstable for me at the moment, resulting in dropped gamestream after about 2-3 minutes. This was not an issue for the first few weeks I owned the tablet. I was even able to stream games at work for over an hour, originally. Some search's show similar issue with other people, and it looks to be as simple as reinstalling some drivers.
Initial results are promising. During the week, I have little free time, so while I wasn't able to actually get started, I was able to test the worldbuilder, and interact with all the tools necessary to do the job, all while streaming through my tablet, into my living room TV. There was no lag, and when I streamed from work, I got the same performance, although I was limited to 2.4ghz band wireless, and couldn't use my mouse and keyboard at the same time. I've read that trying a different bluetooth mouse or keyboard combination may result in a better experience, while on a 2.4ghz band.
I am expected a successful overall experience, and my next test will involve using the stylus to paint TILE's and Territories.
EDIT: Feb 4, 2015
Last night I was unsuccessful in fixing the situation...but I did make progress. It seems that steam doesn't like me gamestreaming through nvidia's service. So my workaround was to stream a remote desktop to itself, which then allowed me an uninterrupted gamestream. I was able to create the map, place the minimal objects for saving, and test the map for correct base orientation. |
SturmTiger speaks a bit of truth. There are a lot of maps with rivers. There are also a lot of maps with small towns, train tracks, and rural farms. I would keep on with what you have going. You have an idea already of what to do, keep riding that thought out till finished. Keep SturmTiger's advice in mind for the next map. Use this map to learn the worldbuilder, techniques, workflow, and presentation. Get this map to atleast 90% or above (playable, every sector detailed and balanced) before starting your next project. |