Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: BigMaps Editing[message #328757] Mon, 02 December 2013 20:06 Go to previous messageGo to next message
Slax

 
Messages:1435
Registered:July 2006
Location: People riding polar bears...
Zombiehunter
...unless something unforeseen happens

Jinx! JINX! :blackcat: :flap:

Re: BigMaps Editing[message #328928] Thu, 12 December 2013 20:28 Go to previous messageGo to next message
Zombiehunter

 
Messages:183
Registered:March 2011
Location: Franconia, Germany
Hi guys,

it's me again
No WIP Screenie today, but I am proudly able to announce, that we're about to reach our goals for the upcoming XMAS release.

stay tuned

-Zombie
Re: BigMaps Editing[message #328936] Thu, 12 December 2013 23:28 Go to previous messageGo to next message
Gambigobilla

 
Messages:717
Registered:July 2008
That's great news indeed. Thanks for the hard work. :super:
Re: BigMaps Editing[message #328938] Thu, 12 December 2013 23:43 Go to previous messageGo to next message
Dyson

 
Messages:203
Registered:December 2008
Very good. Respect to you!
Re: BigMaps Editing[message #329118] Fri, 20 December 2013 16:30 Go to previous messageGo to next message
Zombiehunter

 
Messages:183
Registered:March 2011
Location: Franconia, Germany
http://4.bp.blogspot.com/-B5_O11mMEdM/UD1z_NfafrI/AAAAAAAAAEs/-0ARxiVcM-8/s1600/Good_News_Everyone_by_martynasx.jpg

The goal has been reached, the maps have been finished.

Dyson
Very good. Respect to you!


The respect goes not alone to me, we wouldn't have reached the goal, if smeagol hadn't made some of the maps himself.

Anyways, I hope you'll enjoy our work. I for myself, will now back off from the Mapwork for a little while (not forever, I promise you Wink )
After all, as some of you might already know, I will be quite unavailable for some time during early next year, because of some personal RL changes.

I wish all of you a Merry Christmas, a Happy Hannukah, a Happy Kwanzaa and a Happy New Year.

Stay tuned

-Zombie
Re: BigMaps Editing[message #329121] Fri, 20 December 2013 21:41 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
:cheerleader: The Gods will be grateful. Great job!!
Re: BigMaps Editing[message #329141] Sat, 21 December 2013 15:50 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Just to make sure you don't get the wrong impression. Not all maps have been finished yet. But we actually managed to finish rows A, B, C, D and E. This means that atm around 80 big maps are actually playable in AIMNAS.

I'll update the world map within next couple of days for a sneak peek, the actual release will most likely be on 24th (at least I hope so).

There will probably be still a few bugs here and there, but as always with my releases, it's still work in progress and I actually have not as much time at my disposal anymore than a year ago (ya know, real life and all that fuzz keepin' me busy...).

But, XMAS Release is coming, with more stuff than ever before, more maps, a few new tileset objects, full support for DG mercs and even NCTH support (yes, with a lot of tweaks for bigmaps it finally is playable, not done yet, but playable and guess what... it's actually fun!).


Re: BigMaps Editing[message #329149] Sat, 21 December 2013 17:42 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Hail to the Great God Smeagol , provider of fun things to play with ! :goodnews:

I'm just glad you still have some time ( along with your helper elves ) to keep going .

Thanks .


Re: BigMaps Editing[message #329158] Sat, 21 December 2013 20:40 Go to previous messageGo to next message
Nyrm

 
Messages:5
Registered:June 2011
These maps look really great, but I have one concern - will be small merc teams(2-4) still viable on maps this big? I do like a good tactical fight, but spending six hours finishing it isn
Re: BigMaps Editing[message #329162] Sat, 21 December 2013 21:52 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
There are some maps that finish very fast, but also some that definitely will take some time to finish. Small teams are probably only viable on easy difficulty settings, though (or during night missions).

Currently upping the world map, but due to very slow i-net connection this might take some time.


Re: BigMaps Editing[message #329188] Sun, 22 December 2013 13:03 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
@ Smeagol Out of interest , have you looked at mountain/snow maps tiles ? Is there a reason why there are none in JA2?


Re: BigMaps Editing[message #329195] Sun, 22 December 2013 17:07 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
lockie
@ Smeagol Out of interest , have you looked at mountain/snow maps tiles ? Is there a reason why there are none in JA2?


Basically because Arulco is supposed to be somewhere in Central/South America, I didn't see a reason yet to add snowtiles. Maybe in the central mountain regions (around F4 - F6 and G4 to G6) I might add one or two snowy sectors.


Also, here's the world map of bigmaps rows A-E.


Re: BigMaps Editing[message #329197] Sun, 22 December 2013 19:15 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Well , for gameplaying sake and for a wee change of scenery , might be worth it if you feel up to it ?
Cheers .

BTW , the world map looks stupendous ! Well done .

[Updated on: Sun, 22 December 2013 19:16] by Moderator



Re: BigMaps Editing[message #329203] Sun, 22 December 2013 22:56 Go to previous messageGo to next message
Zombiehunter

 
Messages:183
Registered:March 2011
Location: Franconia, Germany
lockie
I'm just glad you still have some time ( along with your helper elves ) to keep going .


Helper Elves, lol I'll remember that for when I might get a title sometimes Wink

-Zombie
Re: BigMaps Editing[message #329208] Mon, 23 December 2013 02:01 Go to previous messageGo to next message
lockie

 
Messages:3933
Registered:February 2006
Location: Scotland
Oh Shanga won't forget the titles ... 'helper elf in charge'

Very Happy


Re: BigMaps Editing[message #329219] Mon, 23 December 2013 17:05 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
Can't wait to invade this beautiful country! Smeagol, Zombiehunter you're amazing guys!
Re: BigMaps Editing[message #329636] Wed, 08 January 2014 08:05 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
You sure about the geographical location of Arulco?I thought it could be anywhere in Eurasia. Surely Hamous didn't take a ferry. That's all speculation of course.

But one thing for sure is that snow terrain will give me a reason to wear snow camo.
Re: BigMaps Editing[message #329647] Wed, 08 January 2014 20:07 Go to previous messageGo to next message
Zombiehunter

 
Messages:183
Registered:March 2011
Location: Franconia, Germany
mmm
You sure about the geographical location of Arulco?I thought it could be anywhere in Eurasia. Surely Hamous didn't take a ferry. That's all speculation of course.

But one thing for sure is that snow terrain will give me a reason to wear snow camo.


Well canon has it, that Arulco is some backwards Third World Cesspool on some island in Central America/perhaps the Carribean Sea, how Hamous came to Arulco? Nobody knows, nobody cares, for all we know he could have stolen the Ice Cream Truck in one of the Neighbour Countries or even Arulco itself.

As for snow, we have to see if we can make it fit into the maps, after all imho snow sectors would probably be rather rural and henceforth, there won't be too much focus on them. So imho I am not sure if this would actually justify snow camo uniforms, camo-sets and so on and by that extension I am not sure if this would justify the hassle to make snow sectors in the first place

Just my 2 cents

-Zombie
Re: BigMaps Editing[message #331343] Mon, 17 March 2014 20:52 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
He was last seen heading Istanbul in the ice cream truck, according to the AIM Alumni. Of course Arulco is totally fictitious, but if I were to pin it somewhere on the world map. Well... This is so far the only explicit reference to it's geographic location I could find.

Don't get me wrong, I'll be happy with whatever map you have to offer, snow sector or not, it wasn't really a big deal. Just wondering how you get the idea that Arulco is in Central America? Since you were referring to the ice cream truck, you must have looked into the Alumni, didn't you? Did the German(that is, you German...) do something to the back story or what?

Edit: BTW, how much does the big map affect the game performance, especially saving/loading time?

[Updated on: Tue, 18 March 2014 05:27] by Moderator

Re: BigMaps Editing[message #331353] Tue, 18 March 2014 08:45 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
mmm

Edit: BTW, how much does the big map affect the game performance, especially saving/loading time?


Performance isn't affected at all. Only times bigmaps are working slow is when a lot of light sources are on during night time with walking mercs who have their own light radius active (with "g" key) and when a lot of enemies are around. But Those problems probably also occur on regular maps to some extend.


Re: BigMaps Editing[message #331379] Wed, 19 March 2014 04:33 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
You mean saving/loading time will be largely similar to smaller maps? I'd be really surprised, consider there are 4 times the tiles. But that will be a really good news to me if it is true.

[Updated on: Thu, 20 March 2014 05:55] by Moderator

Re: BigMaps Editing[message #331729] Sun, 13 April 2014 03:53 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Keep up the good work, guys! I love these bigmaps! :super:

[Updated on: Tue, 15 April 2014 06:31] by Moderator

Re: BigMaps Editing[message #331910] Fri, 25 April 2014 17:00 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
Been a few months.
Enjoying AIMNAS.
Certainly would like to finish a whole game using this mod one day but meanwhile I'm having fun doing set piece battles using map editor. It really isn't easy at all to create.
I made a huge pistol-only battle with everyone playing hide and seek and kill. Sniper battles are fun, too.

I know that the Kickstarter JA is looming. I hope AIMNAS is not ever abandoned as a result of JA:F on the table.

Looking forward to beating the queen in AIMNAS!
Re: BigMaps Editing[message #332120] Fri, 02 May 2014 23:35 Go to previous messageGo to next message
Dr.Doof

 
Messages:10
Registered:February 2007
Location: F'roda (Germany)

Is there a way how to place my mercs where i want or can i only use "spread" to get them somewhere in the sector? its due the small size of the sektor map right?
Re: BigMaps Editing[message #332124] Sat, 03 May 2014 02:29 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
You may place them wherever you want. Just scroll through the map using arrow keys to the direction you entered from.
Re: BigMaps Editing[message #334627] Sat, 26 July 2014 18:18 Go to previous messageGo to next message
Zombiehunter

 
Messages:183
Registered:March 2011
Location: Franconia, Germany
Hi folks, just dropping by to let you know, yours truly is still alive and I plan on resuming work on BigMaps in the near future.

Stay tuned for some new screenshots Wink
Re: BigMaps Editing[message #337534] Tue, 04 November 2014 08:33 Go to previous messageGo to next message
BulletSix

 
Messages:50
Registered:October 2005
Location: Germany
cool Smile

thank you for ... working on this/staying with it/returning to it ... please use what is fitting Smile

Re: BigMaps Editing[message #337585] Thu, 06 November 2014 01:33 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
it's possible paste sandbag on the roof in all tiles-sets where is free place ?


for paste sandbag on roof on any map ...


thanks.
Re: BigMaps Editing[message #338355] Wed, 17 December 2014 01:46 Go to previous messageGo to next message
storytime

 
Messages:19
Registered:March 2004
Location: Ontario
Zombiehunter
And about generated maps, if you mean what I think you mean, there is no Mapgenerator for Jagged Alliance afaik. All the maps you enjoy today and in the future are made by someone.


I was talking about making a generator for sector maps or whole Arulco which would then be sliced into the 16x16 grid. There are various ways to make maps. Examples:

1. Parse pixel data. Then you can use filters, lines and shapes in any paint program.
2. Parse object data. You draw on a "vector layer". Place lines, rectangles or circles for roads, towns, forests and such.
3. Randomize all.

I've tried making maps for games before and never finished any because it took too long tediously placing one item at a time. The actually scary part is translation to JA2 format. Crying or Very Sad An enum of the JA2 palette and a JA2 map file writer is needed. I can't be bothered with the latter, but other than that no problem. ROFL
Re: BigMaps Editing[message #338356] Wed, 17 December 2014 02:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Muhahahah, that comment is priceless. "It's no problem to do this thing that's conceptually simple but quite tricky to pull off right, I just can't be bothered" ROFL ROFL ROFL


Re: BigMaps Editing[message #338365] Wed, 17 December 2014 08:31 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Not sure if trolling or just plain stupid. o_O

Just... no.... I won't even comment any further on that...



Re: BigMaps Editing[message #338372] Wed, 17 December 2014 13:11 Go to previous messageGo to next message
Flugente

 
Messages:3339
Registered:April 2009
Location: Germany
Story Time
Zombiehunter
And about generated maps, if you mean what I think you mean, there is no Mapgenerator for Jagged Alliance afaik. All the maps you enjoy today and in the future are made by someone.


I was talking about making a generator for sector maps or whole Arulco which would then be sliced into the 16x16 grid. There are various ways to make maps. Examples:

1. Parse pixel data. Then you can use filters, lines and shapes in any paint program.
2. Parse object data. You draw on a "vector layer". Place lines, rectangles or circles for roads, towns, forests and such.
3. Randomize all.

I've tried making maps for games before and never finished any because it took too long tediously placing one item at a time. The actually scary part is translation to JA2 format. Crying or Very Sad An enum of the JA2 palette and a JA2 map file writer is needed. I can't be bothered with the latter, but other than that no problem. ROFL
:wb: :silly: :headbanger:


Re: BigMaps Editing[message #341576 is a reply to message #321530] Fri, 03 July 2015 03:49 Go to previous messageGo to next message
ShadowStrike

 
Messages:6
Registered:July 2015
Hi, I just discovered AIMNAS/Bigmaps and I'd like to try to help create some sectors. I have a lot of spare time until uni starts in September, so I'd be happy to help get this mod finished.


I have some experience with the editor but I have a few questions before I get started:

1) Is Zombiehunter still working on maps or did he take a break? If he's away, who is in charge of making the map? Just asking because this thread is old.

2) Beside cities and the sectors that have already been made, are there other sectors I should not do? I'm not very familiar with the southern part of the map so I don't know if there are any special sectors that I should avoid doing. Are there perhaps any special non-city sectors with scripts that you would rather leave for an experienced modder to do (e.g. the sector in the south where you get the hummer in Vanilla 1.13)?

3) Is there anything I need to know when making a sector? Here is what I planned to do, please tell me if any of this is wrong:
- I have a Fresh JA2 Install, the latest 1.13 unstable SCI (#7890), latest AIMNAS (the one that was updated on June 30 this year by Smeagol).
- When I open the Editor it loads BigMaps sectors by default, so I guess it is configured right.
- Step 1: check the box 'Enlarge Map on Loading' and set the Rows to 360 (I can't set the Cols but they default to 360 so it's OK).
- Step 2: Load a vanilla sector under the category "SLF Libs" (I'm not sure if this is correct but it's the only category that has all the sectors).
- Step 3: The sector has loaded and has been enlarged (there's lots of 'empty' space on every side)
- Step 4: Start working. Add buildings/debris/terrain in there that fits with the sector and make the place look nice. Personally I would prefer not to modify the original part of the map too much, rather I would build around it (I'm afraid I could accidentally remove/break something important).
- Step 5: The sectors I modify will be saved in Play Sectors in the folder 'profiles', so I'll upload these files for you guys when I'm finished.

4) Do I have to add enemies or NPCs in the sectors, or will you guys do this yourself? I feel comfortable modifying the terrain, but I have no experience about adding enemies (e.g. how many should I add, how strong should I make them, what other stats should I configure, etc.)

5) Do I need any coding experience, or do I have to modify xml files at all, to make sectors for Bigmaps? When it comes to the editor I know how to modify the xml files to add vehicles in a sector, but that's all. Learning to use xml files is not hard, I just don't have a lot of experience with map editing so any further xml editing will have to be explained to me.

6) Should I make the borders (edges) of my sector fit with the borders of neighboring sectors, or will you guys retouch the borders yourselves?

OK, I think I will try to modify a sector now, I'll upload it when I'm done, that way you guys can see what I can do and you can tell me if there is more things I need to add.

By the way, can someone recommend a free file upload service so that I can show you my work?

Thanks!

Edit:
I just made sector J4 in bigmaps format, I'm currently looking for a way to show you guys my work before I do more.
I only did the landscaping part (ground, trees, bushes, etc...), I did not add enemies. Once I manage to upload it (or at least post a screenshot), hopefully someone in charge of the project can tell me what else I need to do for my map to be eligible for the Bigmaps project. I'll have some extra questions, bur first I want to upload my work somehow.

[Updated on: Fri, 03 July 2015 09:21]

Re: BigMaps Editing[message #341579 is a reply to message #341576] Fri, 03 July 2015 10:02 Go to previous messageGo to next message
ShadowStrike

 
Messages:6
Registered:July 2015
Starting a new post for clarity.

So here's a screenshot of my work on sector J4:
[b]
Edit: Ugh, I can't post links until I have posted 10 messages - Seriously?! angry
So in the meantime, just remove the space in the following URL to see the screenshot:

http://oi62.tinypic.com/nqe142.jpg

I know it's a bit small but hopefully you can make out enough things. I'm still looking for a way to share the file (J4.dat) in case anyone wants to take a look at it in the editor.

- The center of the sector is the original vanilla J4. I only increased the size to 360, and then I added stuff around the original sector. If you cannot tell the original sector apart from the rest, then I've done my job pretty well.

- You may notice a light green border all around the map. This seems to be an editor feature and I cannot change it. I think it is not visible in the game because the camera does not move that far.

- I used the same tileset as the vanilla sector (the default tileset when I loaded the sector). I don't know if I was supposed to use a different one.

- I did not add/change anything except for the geography (ground textures, trees, bushes, water...). I did not add/change enemies, NPCs, items, etc.

Notable features of my map:
- I added two larger bodies of water. They feature deep water in their center (visible on the screenshot) and one of them has a tiny 'island'.

- You may notice that the grass is brighter on the left side of the map, and the vegetation is more sparse. This is intentional because sector J3 is not a swamp. I tried making it look like the swamp was slowly fading on that side.

- The center of the map is a little denser than the area around it. Think of it as the swamp slowly fading at the edges (if you look at sectors I4, J5 and K4, they feature swamp terrain but the vegetation is much less dense). I might rework it and make it look a bit better later, but for now I'd like feedback.
Keep in mind that this is A LOT of work (I have to place each tree and patch of grass by hand, one at a time, and switching between the various models to maintain diversity - I don't know if the editor offers any features to make this a little easier).


I also have a question regarding creative freedom and adding stuff that wasn't in the vanilla sectors:
I personally find vanilla outdoor sectors really... bland, boring... It's the same nature stretched over an entire sector. Swamps especially have this problem, every inch looks the same.
My question is, if I make a sector for Bigmaps, how much creative freedom could I have to add things that were not in the vanilla sector? I've already added two large bodies of water, I think that's fine because they fit in pretty well (they're just slightly bigger versions of the ponds that are all over the place). But would it be alright if I wanted to do something a little more original, for example add a small wooden shack, or maybe a small rebel cache (nothing more than a few crates of supplies)? In other words, how close to the vanilla sectors do we have to remain, and how far can we depart from them?

Anyway, now I'll wait patiently for someone from the Bigmaps project to respond! I'm excited to start contributing and looking forward for more info on what I should do! happy

[Updated on: Fri, 03 July 2015 12:38] by Moderator

Re: BigMaps Editing[message #341584 is a reply to message #341576] Fri, 03 July 2015 12:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
1) He's on a very extended break. It's not a problem though since smeag is back.
2) I'd avoid Orta, N7 and the south coast in general. Not sure how big he wants to make Balime and if he wants to bring back Las Palmas.
3) Unless you need something to expand on, start from scratch. I don't think there's a single map currently using a Vanilla core.
4) If you don't want to, leave them out for now.
5) Normally not.
6) Yes.

Filehosters: dropbox, onedrive, googledrive, mediafire, ... Pick one according to which companies you like or hate devil
If smeag likes your work, we'll have tais give an introduction to git forking and pull requests happy

Creative freedom:
See 3). If it's a swamp map, make it recognizable as such but otherwise don't give a shit about the vanilla layout. The only important thing is to make sense in context with its neighbours and Arulcan fluff & lore. Clear radical things like a new town or army base with smeag though ;)

And an addendum:
Get into the habit of lurking in the irc channel, it shortens communication a lot.





Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)


Re: BigMaps Editing[message #341585 is a reply to message #341584] Fri, 03 July 2015 13:02 Go to previous messageGo to next message
ShadowStrike

 
Messages:6
Registered:July 2015
Thanks for these answers, I'll get right back to work now!

Edit: And thanks to the mod who made my screenshot visible happy

[Updated on: Fri, 03 July 2015 13:03]

Re: BigMaps Editing[message #341601 is a reply to message #321530] Sun, 05 July 2015 07:24 Go to previous messageGo to next message
ShadowStrike

 
Messages:6
Registered:July 2015
Alright, unfortunately I was busy yesterday but I had time to work some more on sector J4 during the night.

So here are some screenshots of my progress. I don't know how active this part of the forum is, but feedback would be very appreciated to help me figure out how to continue.
(Since I still haven't posted 10 messages on the forum yet, I'll need a moderator to once again edit my post and make the screenshots visible. Thanks very much!)

Also: warning, spoilers! If this map makes it into AIMNAS, you may not want to know ahead of time what you'll find in this sector.

Toggle Spoiler


Anyway, once again, feedback is appreciated. If anything doesn't fit in, if anyone has ideas how to improve something, or if someone has an idea what else could be added in this sector, please let me know!

I'll get in the IRC channel soon as DepressivesBrot suggested, I have more questions to ask about making maps for AIMNAS!

[Updated on: Sun, 05 July 2015 15:47] by Moderator

Re: BigMaps Editing[message #341602 is a reply to message #341601] Sun, 05 July 2015 10:30 Go to previous messageGo to next message
silversurfer

 
Messages:2292
Registered:May 2009
As far as I know Smeagol hasn't placed any items on his maps so far. So it's best if you leave them out as well in addition to soldiers/NPCs. He probably wants to place random items later.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: BigMaps Editing[message #342303 is a reply to message #321530] Thu, 03 September 2015 11:11 Go to previous messageGo to next message
svean

 
Messages:66
Registered:August 2005
I'm back (again happy) to JA2 and AIMNAS and I'm pretty amazed about your work, and things that has been done in new versions of JA2 v1.13.

Anyway I feel quite "new" to new big maps - I think I was playing few of them in the past but there were just a few of them back then.

So I would like to ask few questions about the maps:

1. All big maps have completely empty containers (chest's, lockers etc.)? Never found anything there - besides one crate in Omerta landing sector (food). Only thing I've found was few gas canisters lying on the ground (not in containers).
2. There is no underground sectors at all? I see entrances (even in sectors like middle SAM) or elevators (with switches) but there is no icon to move underground (and this icon appears and works in general - i.e. Drassen near motorboat to move to Drassen SAM).

Am I doing something wrong (SCI 7974 on GDir2270) or this features are "in progress"?

Even without them... people I admire your work!!!!!!!! This keeps me coming back to JA again and again!

[Updated on: Thu, 03 September 2015 11:12]

Re: BigMaps Editing[message #342305 is a reply to message #342303] Thu, 03 September 2015 11:53 Go to previous messageGo to previous message
silversurfer

 
Messages:2292
Registered:May 2009
This is work in progress. Items are left out on purpose for now. It makes it easier for other modders to use the maps and place their own items or random items without removing everything else first.
Smeagol will probably place items for AIMNAS when he is done with the maps.
The same applies to the underground sectors. There may be entrances but if the underground sector is not finished yet it makes no sense to provide a transition point.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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