Detailing Maps: Temperate
Submitted by ArgCmdr
Map
Detailing This tutorial will give you several hints on how to detail your
map, and how to make its layout tidy enough to be considered good quality.
We will go through each normal YR theater, adding ideas and suggestions on
detailing:
Temperate:
This theater has got the following terrains: Grass, Rough Grass (Rock), Dark
Grass (Humid), Sand, Pavement and Water.
First of all, once you know how to place terrain, try to think up how the
area would be in real life. Realistic maps are really superior in every single
aspect, as the ambient torns to be more familiar, and map, as seen sounds
logical.
LAT textures in this theater are not numerous, and all have a use. But remember
something, you can only make grass ramps and cliffs. This is somewhat limited
at the time of designing, however, by just keeping in mind tidyness, its easily
sortable. If you plan to have a city in the map, and you are using FA2YR,
its a better choice to use New Urban, however, Temperate is really good for
country-side, or jungle ambients.
Now going on about detail, first thing to learn is logic in terrain. It doesnt
have the same effect, for example, having a building raised on grass than
on sand or pavement, right? So, place all civilian buildings over sand (if
its on the field or a natural environment), or pavement if its in a little
town. This way, you will see how you create a more logical ambient.
Next task is trees, some types of trees cannot be seen raised over sand. There
are several divisions of trees in the game, and specifically in this theater.
You have evergreen trees, who look good being placed over Dark Grass (TREE01-TREE15),
or on terrain elevations. You have bushes, who usually look better on habitated
areas, as decoration for houses or roads, and best placed over common grass
(TREE16-TREE19). Then you have palm trees, who look better over sand (TREE20-TREE24;
TREE34-TREE36). You have the cactus, which only looks good in desert theater,
and looks pretty dumb in temperate, Pines (TREE25-TREE27), which look good
in elevations and forest-like ambients and you have winter trees, which of
course, are not of any use in this specifical one. An other important tip
is not using the same tree one next to another one unless some area looks
good if it is symetrical, for example, some trees surrounding a building,
or its entrance. In any other situation, use the Paint Random Trees option
(Terrain Objects ---> Trees), and select the ones that you will use there
(Take into account the groups mentioned earlier).
Another point you must take care about is cliffs. Make sure that above, or
below any cliff, in the adjacent cells, the tile is grass, or tiles that mix
with grass, in this theaterīs case anyone will do except water (so donīt place
water in small cliffs where you dont have space to place a shore) . Placing
any other tile will cause the texture to cut, and appear squared, like if
there is a division on the ground, certainly looking bad. After that, paint
cliffs by hand, NEVER use Cliff Paint tools, since theyll do straight cliff
lines, which will make the map look squared, making it unreal. Make cliffs
look natural by never placing the same one, one next to the other one, it
looks tidier, and more realistic as well.
Make
elevations on your maps, never let all the ground be 0 level. Itll add strategical
oportunities, as well as firepower and sight bonuses, plus add to diversity,
and realism.
Once done with cliffs and trees, we will have to detail the ground better.
Using the same water tile on water areas is not really noticeable, however
its recommended to manually change the tile used in the water, so it gives
the sensation that every cell is different, and thus, leaves behind the obvious
feeling of water being more 2D than a paper. If this is a multiplayer map,
place dark grass and sand on base starting points, extensions of them , like
what can be seen below:
Now
shores turn, if you have water of course, Having auto-shore enabled is a great
help, however, the squared and repetition issue comes up again, try to retouch
coast edges with sand LAT, so it looks like beaches are a little bit bigger,
and draw the coast so its not a square and has a realistic shoreline (same
thing as with cliffs). Add sand in the shores, so that the shore texture changes,
that will add to realism, see that having the same shore three times in a
row doesnt look very nice.
You will actually have to do the same with LATs, do not place them in square
but in realistic ways. There is never the same exact ammount and shape of
sand anywhere, logically (notice how auto placing sand gives it always the
same border when on contact with next cell, you have to manually, using 1x1
cursor, place sand, so edges are all different, thus real):
Ill
jump over how to make cliffs and such things, since i take into account you
already know how to, in caser you donīt, look at Cliff Set in the dropbox
Terrain & Objects, you should be able to realise how to do it.
Another thing else before proceeding, about the ore, make the ore be above
sand or dark grass, it looks much better than normal grass, and remember not
to use random ore placer, place it manually instead, so there is variety in
the little ore mounts, thus, once more, achieving a realistic look. Now, letīs
move to rest of LATs:
Cliff/Water pieces is useful to combine water cliffs with normal cliffs, however,
they most times cause a texture to cut, like this:
So,
you have to be careful enough when placing textures around, so you can handle
these common tiling errors (textures that cut themselves on others for being
badly placed), so it looks like this:
Dirt
Roads look pretty good on Mission Maps, or on Multiplayer maps (though its
less likely to see them) conducting player to secrets, for its own good or
not. However, its a nice detail addy. Entering Framework mode, will easier
the task of building them, in case you cant distinguish the road they take
at simple sight
Pved Roads can as well be used, but game uses to lack variety after using
them too much. I believe im not the first on using LAT copy pasting to add
detail to map. In case you didnīt know, FA2YR allows you to copy a certain
part of the terrain and paste it in another, making it identical. In this
case, we can use it to make two cell wide paved roads instead of three. Press
Ctrl+C, Click on one of the extremes of the road LAT, then Ctrl +V, and click
somewhere else. Do the same with the other opposite part, and click next to
the previously pasted one, where it forms a less-wide road. Now Use this Copy
Pasting technique, and voilá, you have a new road!
For
slope set pieces, try make some cliff ramps larger than others, never make
them all the same, or directly the most normal ramp (Cliff Ramp, and directly
next the other one closing it). You might as well like to make open cliffs,
just one sign of it opening, while the other tile, closing that area will
be much further, allowing several terrain differences, thus making it again,
more realistic.
Waterfalls are really nice, however there are two things that come into my
mind, first of all is having the water falls connected by a river in the cliff
itself, and have the river come from off the map. It doesnt sound logical,
that the waterfall keeps pumping in water out of nowhere. The other one is
place the tiles correctly so those cutting tiling errors dont happen.
Farmcrops look good only in fields, so a nice detail set is having a farmer
walking nearby, plus cows OUTSIDE of the crops (many people commit the error
of placing them inside the crops), an excavator, a barn and several silos,
with the correspondant trees and other ground textures of course. There you
have a nice and realistic combination of objects, that can make the map layout
look really good if you place everything correctly.
Paved Road Ends look as well very good, and can also be cut and pasted to
form Ends for the cut-pasted paved roads taught previously.
Add pavement road bits to the paved roads you add if they are inside a city,
this will make it good looking, plus traffic lights and lightposts, for a
more complete effect. You can place trees on these pavement bits (the ones
with grass, of course), and they will actually look pretty good.
Water Caves are also a bit of detail, and something i have seen on some maps
that looks pretty good (but since i make mission maps and never had the chance
to add it, never did it) is having dark grass in the cliff where they are
placed, (above of where the cave would be). That gives the sensation that
thea area is humid. (since theres less terrain between surface and water)
For the USS Arizona, I personally dont like the graphic for the texture, and
may actually make a new one in the near future. It doesnt fit the game correctly,
looks somewhat odd in-game.
Now, about bridging, make the bridges correctly according to the ambient,
wood bridges work nice in unhabitated areas, or hidden military bases, while
pavement bridges work better in cities or towns. Remember that Dirt Roads
in this theater correspond to wooden bridges nicely, and always remember to
add a CABHUT, unless the map concept says the opposite. Low bridges are better
wooden than concrete in RA2, specially in Temperate (In snow its the opposite),
though theres a little thing that doesnt look correct with them, and that
is that when a unit is over it, and bridge is destroyed, it will either die
if its over water, or stay at ground level , something that happens usually
in the game, and makes the bridge have a strong 2D feel (thats why i personally
avoid using it)
Walls placed over dark grass dont look the best, they are best placed over
sand and pavement as any other buildiong, or in its default over grass. With
rocks, you actually need to be more careful, see, they can look odd over certain
terrains. However, they can be placed in elevations with no problems, but
keep in mind that they cant be placed in cliff ramps or theyll block the way
of the units. There are 10 useable rocks in this theater.
I havent personally tried palettes in-game, however they might fit nicely
in urban environments. And crates, are better sprung by triggers or actually
control its rate by INI editing, placing them all at the beginning causes
odd things, as they are special objects, these are not saved when you save
the game while playing, thus if its intended to have a lot of crates put in
the map, and player saves after finding one, once the game is reloaded, all
the crates are gone.
You can represent battlefield areas using smudges and terrain burnts, they
do look good, but when placed correctly, again the repetition should be avoided,
and placing one over the other one too.
Adding a lot of tech structures is something many mappers commit and that
is not exactly a good thing, you must actually think about how interesting
game can be when placing them. Its not good when every one has an airport,
a tech machine shop and such, map is more enjoyable when there is just one
of them and all must battle for its control. The civilian army thematic is
old, and overused, and its not recommended unless it fits perfectly in the
layout. Also try not to place ore below structures, it will show untidyness.
As one last thing, remember to place trees on terrain deformations, and remember
to be minucious on every terrain texture, leaving as less bright grass as
possible, the minimum number of it, will be sufficient already.
Now after all these hints, you should have an acceptable base of knowledge
to make good detail on temperate maps. Other theater specific guides will
be also published for your progress. Now good luck, and good mapping!
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