![]() This is a professional way to construct your scenario, and encourages others and yourself into making a custom Random Map, or RM. Otherwise, generally people complain of why there is no town center yet and you have to explain for five minutes every time that it will appear in a second. "Fade to Color ON" trigger also allows other key triggers, like placing town centers and explorers, a chance to take place before anyone can see them. "Fade To Color OFF" takes away the black screen to see the map. The trigger "Fade To Color ON" is used to give the loading some lagg time and give you a chance to present your scenario, with credit to yourself. You can also name Conditions and Effects in the same way, if you want to be really specific, but in my opinion this is quite cluttery and can lead to mixing up in triggers. How do I name triggers? Simply select the trigger, highlight the trigger name's text, press the text in you want, like "Fade To Color ON" and press the enter or return key. Age of Wiki describes many of these in detail. Not every trigger works as we want them to, but just make do with what you got. Triggers are to be used as their name implies. Since coders and engineers made this game and its coding, we take them for their word. However, in the scenario editor, they are more like Algebra II problems, since you literally plug and chug. They are simple, powerful, and occasionally annoying. What are triggers? How do I use them? Triggers work like math proof problems. I will give true direction in a little bit. However, this is the first stage and just an example. Create a shallows with the shallows tool, make sure it is at least seven units long. Use waypoints to align the river as you want, and widen it to a moderate degree. Create a river dividing the map using the river tool. As the Official Strategy Guide puts it, "place two town centers, resources beside them, with an explorer. What do I do about multiplayer maps? It really is not way too hard. So, is it hard? Not really, unless you attempt to make a single player campaign. Welcome! I thought of writing a small guide to scenario design for onlookers and people curious to find just what it is about. I hope this will satisfy anyone here searching for the way to make real, nonlame scenarios that compete with RMS for playability. They know what they want in their map and know what balance people want, and lastly, what decks they want. I also realize that if they had the opportunity for scenario design, they would be amazed. Multiplayer Non-lame Scenario Design Guide, written by murdilator I honestly realize that at RTS-Sanctuary there are a lot of experts. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |