Final alert2 manual
Filling the cliff level Once you have finished constructing the cliff edge you're ready to fill it in with terrain tiles to ensure that units can actually move onto it. Use the flatten ground tool to drag from the cliff edge until all of the cliff has been filled in. As you may notice, some of the cells along the edge of the cliff didn't get levelled properly.
Final Alert 2 has many of such small issues and as map-makers, we need to be aware of them and find workarounds. In this case, it's best to use a 1x1 brush size with the heighten ground tool to fill in the problematic areas. When the heighten ground tool fails to produce desirable results then, it's best to use a 2x2 default grass tile to fill in the problematic areas.
Please note that the default tile varies per map theatre, the bright grass is the default tile for temperate maps. Select the default tile from the ground menu, in this case it's bright grass as we're working on a temperate map. Now our cliff plateau is finished and ready for gameplay! Once you've finished placing the front facing tiles and filled it in, it should look something like this.
Manipulating terrain height. It's still possible to add details on top of these 'hills' later on by carefully painting with a small sized brush. Before starting to add resources, switch to the FrameWork Mode as this will enable you to place resources without causing errors.
This mode makes it easier to see which tiles you are placing the resources overlays on, it's best to avoid placing resources on cliff tiles or under trees as the resources will be inaccessible there.
Gems have twice the value of Ore and should be placed in high-risk areas of the map where players have to fight over them. The radius options is the area of effect equivalent to the brush size setting that is used with tiles. The "Erase single field" option will delete overlay on a single tile.
These erase options are used to shape your resource patches to fit them to the terrain or to even them out and make sure that they are balanced.
If you want your map to regenerate resources over time you will need to place "Ore Mines" on the map, these are usually placed in the middle of resource patches. If you don't add Ore mines to a map then the players can run out of resources and the game could end in a stalemate. To find the "Ore Mines" expand the "Terrain Objects" section. To place them just click on the menu item and move your cursor to the desired location.
Due to the Ore Mine acting like a building the ore behind it should be erased as it will be inaccessible by miners. To add tech buildings to your map, expand the buildings menu on the left, then expand the Other category. These buildings are found mixed in this list of neutral buildings. These structures will be capturable by players and will give them advantages and certain bonuses. To place them just select them from the list and click on the desired location on the map.
Most neutral civilian structures can be garrisoned by infantry which provides them with a range and firepower bonus. These structures should be carefully placed on the map as to avoid making the gameplay too campy. Infantry that's deployed between trees will be more difficult to crush, Mirage tanks can easily confuse an opponent if kept amongst trees, they can easily break a tight tank formation as well, enabling a player to take advantage.
To start placing trees, expand the "Terrain Objects" menu on the left and then expand the category called "Trees".
You can manually pick trees from this list and place them on the map like any other object or use the "Paint Random Trees" option to generate a random brush that will vary the tree selection automatically. Clicking on the "Paint Random Trees" will open a dialogue letting you choose which trees to use for the brush and also give you a preview of what each tree looks like.
After clicking OK just move your mouse cursor around to see a random tree appear, click to place. If your maps is only covered by grass it can appear a bit boring and flat, so using different types of terrain tiles is a great way to add more detail. This is best done with brush size set to 1x1. To choose different tiles expand the ground menu option on the left.
Just by holding shift and painting around the terrain randomly can achieve a nice effect, just be careful around cliffs. The pavement set can be used to enhance the look of tech and neutral buildings or even player starting locations.
Saving your map. While it might sound simple there are some choices to make when saving your map. There should be none, however, some can be dismissed, such as a note telling you that the map can only be played on YR.
Here you can choose a name for your map, generate a preview that will be used during loading and in online multiplayer lobby map preview display. For people using custom preview images for their maps, the additional preview options can be used.
It's also useful to define what game modes you'd like your map to be playable in, though keep in mind that game modes such as Mega Wealth and Land Rush require you to rework your map.
I would recommend opening existing maps that use those game modes to find out what they look like. Note that to play your maps on CnCNet you will need to copy your map file to the custom maps folder in the CnCNet directory and change the file extension from.
Let me know if this guide helped you create some maps and like or upvote this post. Rendering Map Previews. To present your maps to the community you can render full-size previews of the maps with the CnC Maps Renderer. After the download, extract the installer from the zip archive and install it in your preferred directory. Once installed start it up and configure it to get it ready for rendering maps. First, you will need to browse to the game installation directory to allow the renderer find the game's mix files which contain the graphics required to render your map previews.
Next, you will need to specify the game that you're rendering maps for, to avoid any crashes you must Force a game engine type. Here you can enable some useful effects, such as highlighting resource areas and marking starting positions. I have mine configured as shown above, for best experience rendering full map previews. Browse for your map file for the Input Map section or alternatively paste the file path into the area.
Once you have browsed for a map, just click " Render map " and your preview will be generated in the same folder as your map. Enjoy creating maps as much as you expect players to enjoy playing them! All videos by YosefAnan. Good work.. Clear and Cool.. I expect to see perfect cliffs on your maps from now! I only wish there was a way to have a bigger reso in final alert.
I always found the small screen size rather frustrating. Final Alert renders at your screen resolution, same as in-game the items get smaller with increasing reso. I edit maps x now imagine doing it x which was available when FA2 was released.
ZiGZaG Get makin em maps. If you check my last maps you will find out how perfect is my cliffs. Where in the pink Many of us may wanna create a mission map. A lot of things are missing I'm not bothered to cover everything, there's too much, I just noticed that a lot of people get the basics wrong and it's going to cause problems on their maps.
If there is a lot of demand for a certain subject I will add it. I suggest you look on ppmsite if you really want to make single player missions. If you want to make multiplayer missions you should try to find some that you can 'copy' open the maps up in FA2 and look at the triggers, it's the triggers that turn maps into missions.
Lol man pink.. Just don't mind me I'm gonna root here on cnc site like a Sloth. I tried it in game and it works with no problems at all. In a world where two experienced professionals would have coded the map editor and the game engine the limitations would be clearly explained. You must first extract them with xcc mixer from the game's missions. You need to be a member in order to leave a comment. Sign up for a new account in our community.
It's easy! Already have an account? Sign in here. Search In. Share More sharing options Followers 3. Recommended Posts. Posted March 15, edited. Saves properly in all formats, including. Properly configured DDraw Wrapper for modern systems.
An additional ddraw. Re-designed UI layouts and menus for a better user experience. Bug fixes. New Tool Scripts. Includes the following Tool Scripts: Enhanced Lighting System enhances invisible light posts and tech structures. Harmless Wildlife Removes weapons from wild animals and reduces their health. Balanced Garrisons reduced infantry slots in neutral bunkers and some other structures. I have set up Final Alert 2 " options " as follows.
Disabled Sounds really annoying Set it to Show Building Outline, helps to avoid placing buildings ontop of other terrain objects such as trees.
Browse for your game installation directory in the first field, if it's not set up automatically. Make sure that the " Support settings " are set to " Support mission disks and mods " as you won't be able to make or edit maps for YR if this is not enabled. Congratulations, you have just set-up Final Alert 2 to create epic maps!
Link to comment Share on other sites More sharing options Replies 78 Created 3 yr Last Reply May Top Posters In This Topic 32 6 5 5. Posted Images. The map editor will ask you the purpose of your new map in step 1. Will the map be for Single-player or a Multi-player game mode?
Single-player map mode is used to make campaign missions, like in the original game's campaign. Multi-player map mode is used to make maps for online play. In step 2 you can choose to import an existing map image bitmap. Map dimensions are measured in tiles, however the tiles are diamond shaped, so setting the dimensions at 50x50 will not result in a square map.
Use numbers such as 90x to get a square shaped map. The Theater of the map controls what type of terrain the map will be based on. Starting height of the map specifies the terrain height level, you can set this to be a few levels higher if you want to add more depth to your map later on, such as crevasses or holes.
Once your new map has been created you will see a set of numbers on the map. Simple, isn't it? Structures and vehicles can also be attached to a tag, in addition to any Teams you have created. This is how the player wins when the Kremlin is destroyed same event "attached object destroyed" or after a paradropped Yuri is killed. Many actions also use tags, such as action 14, "Give attached objects to house".
Original tutorial writer: Thalassicus. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Search In. Share More sharing options Followers 0.
Recommended Posts. YosefAnan Posted December 11, Posted December 11, Link to comment Share on other sites More sharing options Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.
0コメント