
^SnIpeR^
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Everything posted by ^SnIpeR^
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73 downloads
Tileset » Arrakis Release » 2001-10-17 Players » Two Map Size » n/a Additional Info » Two bases are essentially side by side, but the only way by land to the enemy base is through a corridor right between the two bases that runs parallel. This means there will be artillery along the canyon walls, and getting any form of units through will prove very difficult. -
68 downloads
Tileset » Arrakis Release » 2001-10-15 Players » Four Map Size » n/a Additional Info » This is a four player map with scattered resources. This means that early aquisition of spice will ensure more strength later in the game. The player's rock areas are divided by a Hall of Pillars, natural rock shapes and elevated areas all of which can be used for a tactical advantage. The pillars also have a scattering affect when you send large amounts of forces through, which may change your strategy entirely. -
62 downloads
Tileset » Arrakis Release » 2001-10-13 Players » Four Map Size » n/a Additional Info » A four player map where the teams begin in the corners of the map. The entire map is packed very tightly together so there will be a lot of non-deliberate confontation, the entire centre of the map is an infantry-only rock, so all armoured units will be forced to go around, or be flown over. Holding the centre of the map will prove quite important, as any and all attacks must got within firing range of the rock first. -
65 downloads
Tileset » Arrakis Release » 2001-10-13 Players » Two Map Size » n/a Additional Info » What could possibly be the first map released made using the Map editor Westwood gave to the community is a two player map with a Fremen encampment in the middle of the map. There are several things to note about this map, firstly, it's played at night. Secondly, it is fairly small, and each side is separate from the other, this means that if a sandworm appears on the map, it'll be one either your side, or your opponents. -
Mouhahaha! The 1000th post is mine!
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My first post in this topic... I've probably left it a bit late... But in all honesty of the 3 people on the forums who still play Emperor, I don't think they need my help :)
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Give it buttons? Are you mad? You can't clutter an editor with crap like graphics, fancy buttons, pretty menues and worthess garbage. All professional software avoids this (except Metacreations, a perfect example of how NOT to make an interface). 3DS Max, Maya, Softimage, Lightwave.. No fancy buttons, just straight to the point. As an editor should be, the more effeciency the better. Learning is irrelevant, if you aren't smart enough to learn it, chances are you aren't smart enough to make a decent map anyway. :P
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17/10 Dis Topic - Map Editor Initial Impressions
^SnIpeR^ replied to davo's topic in Emperor: Battle for Dune
Sven the map wasn't actually... Erm.. Centered (despite its name 'Around the Centre'). ::) -
17/10 Dis Topic - Map Editor Initial Impressions
^SnIpeR^ replied to davo's topic in Emperor: Battle for Dune
It's a simplistic engine so I expected a simplistic editor, the real skill comes from just putting in enough detail so maps don't look boring, or so they don't look cluttered. The rule of thirds doesn't seem to apply, not does standard design so its fairly free-form to all the artists out there, but if you can make a map look good... Do it (hence my customised lighting and colour washes). Also I try to make my maps fairly cliched, so I know someone will have fun at that pinch point... ::) -
It depends entirely on the map... For instance Hall of Pillars has elevated areas en-route to enemy bases, and I've found airlifting units to them gives you a massive advantage. Its mostly about effort rather than price. Cavedog... Total Annihilation... Man that game kicked ass.
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Include everything in the Westwood/Emperor/Data/Maps/*Mapname* folder, in fact what I've done is made a Maps/Temp/*MapName* so I run winzip and add with wildcards (so people only have to extract to the maps folder, they don't have to name the folder to put the map in). Everything in that folder except the test.tga (since it gets compresed with the WashCompressor anyway). Riper you should have answered him yourself.
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Riper if you really want to be useful in the editing community you'll find out what format the objects are stored in, be it .3ds, .lwo or converted versions of either. Then you'll find out texture limitations and mapping coordinate methods for us and how to import them into the editor. THEN you'll find out all the same things for the actual ingame units including animation properties, be it through bones, IK or simple mesh-morphing... Then you'll tell us how to import/export, give properties etc etc... Then Dune Editing will be much more popular.
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hey gob its about my map i made!
^SnIpeR^ replied to areyouforit's topic in Emperor: Battle for Dune
Yeah but Riper we all like getting screenshots of our map on the front page, and I visited the Editing section after you sent me an ear-bashing mail about not sending you maps and... Erm... I don't want you to take this the wrong way but the site could use a bit of a erm... polish.... :-[ -
It sounds like a good idea... With maps like Red Alert where the largest map was still under 100k... Emperor maps when they aren't zipped are 9 meg. No dialup user is going to sit and wait 45 minutes for a game to begin. I doubt Cablers would be too happy either waiting the same amount of time to receive a map off a dialup user. For lan games though it certainly is a good idea. :O