My also cause performance loss on weaker machines. Large: 2050m x 2050m: Ideal for archipelago or desert maps, but may be very difficult to fully populate.Medium, 1050m x 1050m: Offers sufficient space for most types of battles, but leaves little room for background mountains and other decorative terrain.Small, 550m x 550m: Ideal for anything between tiny Close-quarters maps and small dense battles.The size of your map cannot be changed afterwards, so be careful not to chose something too small. For reference, the distance between the eastward Airstrip and westward Checkpoint on Dustbowl is roughly 1400m, the distance between Archipelago's Carrier and Landing flag is about 500m, and the total width of Island is roughly 400m. Each size of map will determine what playstyle this map is best suited to. Recommended for those who plan on manually sculpting a large portion of their map, or for those who have no use for the two previous options.Īdding to biome type, there is also a size option. Flat: A completely blank square of land.Because of how tall the rock formations are, some of them may become unnavigable to bots. Because of this, this biome may require some sculpting to hide the out-of-bounds areas, and is not recommended for use with aircraft, but will nevertheless offer a simple starting desert environment. The water plane is invisible beyond the terrain limit. Monument Valley: This creates a flat dune-swept desert dotted with massive rock pillars.This biome type is recommended for beginners and/or for those who simply want a quick and simple terrain for prop-based maps. Round Island: This creates a roughly round-ish island with a water plane extending far off into the horizon.Make sure to chose a setting that suits your needs. After selecting which biome to generate, each re-generation will offer a new procedurally-generated terrain, though some consistent patterns will emerge. There are currently only two default biomes offered, but there is no limit to what ground textures or props can be applied to either one. Upon choosing to create a new map, you will be presented with several options that will determine what terrain type you start with. SHIFT while moving/scaling to use grid snap.SHIFT while placing object to place multiple.For laptops or Macbooks without a secondary delete Key, use your function key along with backspace or delete (Fn DELETE or Fn BACKSPACE) CTRL S to quicksave without AI pathfinding generating.CTRL Left-click drag to select multiple objects without omitting previous selection.CTRL Left-click to add object to multiple selection.Left-click Drag to select multiple objects.W A S D to move, Q and E to ascend/descend. These functions are listed and explained below. The editor possesses many other functions, some of which are far less easy to intuit. Pathfinding must also be re-generated each time the map is saved with changes made to it.Īfter all this, even if you have not saved a thumbnail, the map should appear on your custom map list after a quick game restart, and will be fully playable. Quicksaving while the Navmesh button is on does not produce the same effect.
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