![]() ![]() The more units you save early on, the bigger the advantage you will have in the final fight. This is how success in the early battles will be rewarded. Then, at the end, the barriers separating the compartments will dissapear, and the winner will be decided by a final battle with all the remaining units. The players will need to fight in each compartment one by one, until a battle in each compartment has been fought. The players will always have the exact same number, type and strength of units in each compartment so that winning comes down to micro and tactics alone. The map will be divided up into compartments, each with some units for player 1 and player 2. However because I am teching you with an easy-to-follow guide, I will do this thinking for you. Ok, so for our specific map, how will things work? Well, that is usually up to you, the scenario designer (there is a reason they call it design). Please consider elements and mechanics you have experienced in other scenarios, you should know what is possible and what is not, but don't worry about how it will happen until part three. While a knowledge of triggers (comming in Part Three) will help with understanding how the map will come together, this guide hasn't taught it yet, so I will teach you how to plan this in a very simple fashion. We need to know how the player should progress and experience the scenario. We need to know exactly what we will need to put where, and how the whole map is going to function. You should also be familiar with the scenario editor interface and basic mechanics, which we covered in Part One.īefore we boot up the game, open the scenario editor and start plonking units and buildings down we need a plan. Remember, we are now making the actual map for the Micro-Duel scenario we described in Part One. You can read more about that here.Īnyway, before we get stuck into Part Two (Designing Your Map), please re-read part one here. I was inspired and decided to make my own, but for AoE3. ![]() I had tried making a map in Valve's Hammer Editor, and struggled, but persevered after discovering a step by step guide on making a real, practical map. They were dead and the Age of Wiki was down (and still is). Four months ago I looked at the forums in despair. ![]()
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