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- I have been stumbling through learning the map editor tool and only really understand
- the basics so far, but it has been enough to create a finished map (without many bells
- and whistles). I am going to outline below how I approach creating a new map from
- scratch. You should familiarize yourself with the basic controls as Insane talks about
- above (such as using the middle mouse button to grab your map and move it around).
- Launching the editor -
- [img]http://i.imgur.com/h8p9Fq2.png[/img]
- The editor opens with a blank map that is viewed at a 45 degree rotation. I would
- recommend using the "File" menu on the top tool bar to click "New" as a first step. This
- should bring up a small map with a large blue rectangle surrounding it. (This is basically
- Dust without all the tiles defined).
- [img]http://i.imgur.com/y8trBsi.png[/img]
- Next go ahead and click on "File" in the top menu bar again and then "Save As" to save
- your test map immediately. Call it something simple like map1 or test. You can always
- use the 'Save As' option later to save the map under a new name.
- Now go to Global Settings (the Earth Icon) to start to define you maps basic attributes,
- such as size, the angle of view, and boundaries for the play area and camera. It is best
- to start out with something small at first. Use the following settings to create a [color=red]90[/color] x [color=red]90[/color]
- tile map with appropriate play area and camera bounds;
- [img]http://i.imgur.com/UT73AwA.png[/img]
- As a matter of explanation the text boxes are defined in the following manner;
- [list]- Level Z rotation - defines the angle that the camera will be set at while editing and
- playing the map. There is never really a reason to set this to anything other than 0 or 45. [color=red](cut the rest of this sentence. Use Alt+MMB+drag to adjust your viewing angle, Shift+Space to reset camera)[/color]. If you want to set the angel of rotation to something other than 0 after wards you
- will want to click "View" on the top tool bar and "Reset Camera" to see the new
- perspective. For this tutorial I am just going to leave that set to 0.
- - cameraExtMin - this defines the camera's motion boundary for the negative side of the
- X and Y axis* respectively. I assume the -500 value is the Z axis, but the camera never
- really travels "in and out" of the map... so I just leave that alone. I am defining this at -45
- -50. I have increased the camera's range on the negative Y axis to compensate for the
- angle of the camera above the play field.
- [color=red]I would recommend the -x to be about 20 less than the MapExt/ForceBox setting. For -y, set to 10 more than MapExt/ForceBox.[/color]
- - cameraExtMax - this defines the camera's motion boundary for the positive side of the
- X and Y axis respectively. Again I don't mess with the 500 value. I am setting these to
- 45 45
- [color=red]For x, set to 20 less. For y, 25-30 less than MapExt/ForceBox. This gives the roughly the same camera effect that official maps have, give or take some fine tuning.[/color]
- - MapExtMin - this defines the [color=red]minimap boundaries[/color] for the negative side of the X and Y axis
- respectively. I don't touch the 0 value. Setting these to -45 -45.
- - MapExtMax - this defines the [color=red]minimap boundaries[/color] for the positive side of the X and Y axis
- respectively. I don't touch the 0 value. Setting these to 45 45
- - Force Box - this defines all the axis boundaries for the movements of your mech [color=red](not units)[/color] in the game. Nothing can travel outside of the Force Box area. I am setting these
- as -45 45 -45 45 to match the map size.
- * The X axis refers to the 'East to West' size of your map. Negative X values refer to the
- Left side of the map and positive X values refer to the Right side of the map. The Y axis
- refers to the 'North to South' size of your map. Negative Y values refer to the bottom
- (South) of the map and positive Y values refer to the top (North) of the map. The exact
- center of the map would have co-ordinates of 0 0 0 0. [/list]
- Any/all of these settings may need to be tweaked through a process of play testing and
- editing, but this will give us a good defined start.
- After having set these basic characteristics of your map we can choose a tile set to work
- with by clicking on the Slope icon in the center of your editing tool bar and selecting the
- tile set you want to work with. I am going to stick with Canyon for this tutorial to keep
- things basic.
- [img]http://i.imgur.com/uXIjnxw.png[/img]
- Once the tile set has been chosen your should click on the "Nuke Vis Tiles" button, then
- "Gen Map Tiles" button to get a clear picture of the game area as you have defined it.
- You can always paint more tiles outside of your game area and force box later to fill in
- background visual details for your map. If you have been following along you should
- now have something that looks like this in the middle of your screen;
- [img]http://i.imgur.com/QfW18t3.png[/img]
- The next thing I would recommend is clicking the '[color=red]wrench[/color]' icon in editor tool bar (on the right
- side of the screen) and selecting the fortresses and dragging them out of your map area
- one at time so they are not obscuring the map tiles underneath. Once that is done its
- time for the fun part - laying out your terrain.
- [color=red]It's better to make a habit of using the wrench button for moving things around. Some categories in the + tab place objects per click, and won't allow dragging without issues.[/color]
- Once again you will click on the slope icon in the editor tools to display your available tile
- set and allow you to select squares on the map itself to edit. Next I will hold control down
- while left clicking the tiles I want to raise up to create variations in height on the map.
- Then while still holding in control, when you click on the last tile you want to include,
- continue holding the left mouse button and drag up until the tiles raise by one increment.
- This is the height of the low hills and ramps in the tiles set. You can also use the Up and
- Down arrows in the Editor Tool Panel to raise and lower selected tiles. Let's raise a
- space for the fortresses to sit on first;
- [img]http://i.imgur.com/pd9BesC.png[/img]
- I would recommend saving your map about now just to be safe. You might consider
- renaming it as well, so you can preserve the starting template that we created with the
- steps above.
- Next I am going to create the slopes/cliffs around the fortress by clicking the wire frame
- picture of the small slope in the Tool Panel, then selecting a tile or tiles in the map to edit,
- then selecting the picture of the tile I want from the Tool Panel, and finally rotating/raising
- lowering them with the arrows in the Tool Panel. With Patience and some trail and error
- the map will start to take shape like this;
- [img]http://i.imgur.com/X54pREV.png[/img]
- Once you have finished editing the terrain we can begin to place some props, outposts,
- and units onto the map. I'd still leave the fortresses off the map for now. To begin setting
- props and such, click on the + Icon at the top of the Tool Panel. It may be best to drop a
- couple outposts onto your map from the "prefab" section of the pull down menu first. I
- am going to select 'outpostv2' from the list by clicking on it once, then clicking on the
- map where I want to place it. [color=red]Always use 'v2' style outposts.[/color] When placing any object you will want to press the 'M'
- button while it is highlighted to snap the object to the height of the tiles underneath.
- The editor is a little weird with dropping objects and sometimes you end up dropping
- multiple outposts/objects when you don't want to. To delete an outpost[color=red], go to the 'wrench' tab,[/color] click and hold the
- left mouse button over it, press the delete key, then move your mouse off the map and
- back onto the Tool Panel before releasing the button. Otherwise you will end up
- dropping another outposts again and need to delete that as well. [color=red](most of the above can be simplified by using the wrench tab to edit objects)[/color]
- [img]http://i.imgur.com/SvWySsC.png[/img]
- Once I have placed an outpost I am going to click on the Wrench Icon and define the
- outpost as neutral by changing the Team ID to 7. Team IDs 0,2,4 will set the outpost to
- the Player 1 side's color and Team IDs 1,3,5 will set it to the Player 2 side's color. Also
- under the Wrench Icon for the outpost you can see Isolation Range (I have no idea what
- that is for yet) and you can see the infantry defined for each of the outpost "bulbs". In
- this case outpostv2 comes stocked with Level 2 Creeps. By clicking on any of the
- LatchSlots you can select which infantry to place there instead.
- [img]http://i.imgur.com/b8xCHaK.jpg[/img]
- At this point I am going to move the Fortresses back onto the map, by clicking on the + Icon on the Tool Panel and dragging them to the center of their hills, then while the
- Fortress is still highlighted click the M button to snap it to the new height of the raised
- tiles. If you have been following along faithfully, your map should look something like this;
- [img]http://i.imgur.com/Q4ANDsR.png[/img]
- Note that sockets can be found under Props in the same pull down menu where we found
- Prefabs for our outposts. When a socket is dropped on the map it seems to automatically
- become assigned to the nearest Prefab structure. This makes it easy to drop a few
- around an outpost or fortress and know that they will auto assign. Be sure to use M
- when dropping sockets to snap it to the terrain.
- [img]http://i.imgur.com/XPNtWRC.png[/img]
- There are two more things to be done before saving the map and trying a test play.
- First, move all those player start markers in the center of the map over to their appropriate
- fortress start positions. To do this you'll want to click on the Wrench Icon, the click and
- drag the little blue circles one at a time to the center of the fortresses. Be sure to press
- M when placing the spawn points to snap them to the higher terrain under the fortress,
- When you click on a circle the Tool Panel will display a "Player Index" number for the
- that spawn icon. Players 0,2,4,6 will all be on the first player's team. Players 1,3,5,7 will
- be on the second player's team (though player #'s 6 and 7 will not be used in a standard
- 1v1, 2,2 or 3v3 match.) In short, even numbers go over the blue fortress, odd numbers
- go over the red fortress. [color=red](colors can differ based on the teamcolor used in the players current loadout)[/color]
- [img]http://i.imgur.com/0qrZatL.jpg[/img]
- Once your terrain is all set, your outposts are where you want them, you have added
- props, and the the spawn points are above the fortress, the last thing you need to do is
- generate the navigation mesh and map overlays needed for determining the pathing
- algorithms. Start by clicking on the Icon between the Wrench and Slope to bring up the
- [color=red]air-[/color]pathing mesh Panel. I would adjust the values in the text fields to match the map
- dimensions that we set earlier (as picture). Once that is done click "Generate" at the
- bottom. you should see the green wire mesh conform to your terrain, etc. Then to create
- the creep paths, click on the right side wire mesh icon in the top Tool bar (where my
- mouse pointer is in the picture).
- [img]http://i.imgur.com/gsWYgqB.jpg[/img]
- And that is it. We have created a basic map that should be playable now. Save the map
- again under whatever name you choose, then select File and Resume Game to give it a
- test shot.
- As a matter of further example; here is a somewhat larger map I have been working on
- using the same principles I described above. I have shown the global settings here to
- illustrate the slight difference in size more clearly;
- [img]http://i.imgur.com/B3nnE4j.png[/img]
- And one last example, slightly larger, but similar in many ways;
- [img]http://i.imgur.com/wcmTti1.png[/img]
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