Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Map Shifting Sands v1.3

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
12/23/2018 12:05:37 AMAUrankAdminAquanim before revert after revert
12/23/2018 12:05:01 AMAUrankAdminAquanim before revert after revert
Before After
1 I would consider making (at least some fraction of) the centre lake deep enough for submarines, shipfac and ship striders. A depth of -16 achieves this while still being pathable for most land units (although some will be unable to shoot). 1 I would consider making (at least some fraction of) the centre lake deep enough for submarines, shipfac and ship striders. A depth of -16 achieves this while still being pathable for most land units (although some will be unable to shoot).
2 \n 2 \n
3 The tool I've used to texture my last few maps is GIMP. Its interface is a bit imposing but you don't need to know how to use most of it. 3 The tool I've used to texture my last few maps is GIMP. Its interface is a bit imposing but you don't need to know how to use most of it.
4 \n 4 \n
5 - Copy in a few textures, tile them to the size of your map 5 - Copy in a few textures, tile them to the size of your map
6 - Set up a texture map with a few layers, each of which holds one of your textures 6 - Set up a texture map with a few layers, each of which holds one of your textures
7 - Define layer masks to determine which texture is visible where 7 - Define layer masks to determine which texture is visible where
8 - Export image to png or whatever 8 - Export image to png or whatever
9 \n 9 \n
10 is a good starting point. 10 is a good starting point. I'd expect there to be a way to import more textures into Springboard though.
11 \n 11 \n
12 I think (besides perhaps the map hardness?) none of this is required for featuring though. 12 I think (besides perhaps the map hardness?) none of this is required for featuring though.