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Old 07-01-2005, 15:18   #1
Beam
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Join Date: Nov 2003
Location: Beat 'm up Scotty!. Lives in the Lands that are Nether.
Posts: 5,094
Default Using Maptweaker in the mapmaking process

Dr Alimentado gave us an excellent tool for making maps and I strongly recommend using it even if you do not plan to copy sections of the map. Why? The excellent analyzer which gives detailed info about every body of land and water on the map.


127.68*KB

The list of items even continues further to the right. It very well gives a quick and comprehensive overview of tile and resource distribution.

Maptweaker includes quite a number of facilities to modify the map, the copy tool the most important one. It comes with other facilities as well, for example the ability to move the whole map left / right and change the X and Y number of tiles.

It also offers a lot of the standard Civ editor functions. I found however that the Civ editor sometimes is very sensitive and refuses to load a map where tiles were edited in Maptweaker. Fortunately I never ran into a problem with one of the unique features of Maptweaker.

Here are my recommended steps for making a map in conjunction with Maptweaker.
- Generate maps in the editor until you find one that comes close to what you like
- Most of the time you will move starting locations. The editor sometimes has a problem with that, you better remove them all now and add them back in later.
- If you plan to copy parts of the map it is most efficient to fully prepare those parts before copying. It saves a lot of work afterwards.
- Usually it is neccesary the create room in the map for the copied parts. Just put ocean there.
- Save the map and load it into Maptweaker. Use the selection / copy tool to copy parts of the map. It also is the first opportunity to have a look into the analyzer. Save it with a different name.
- Load the map in the editor again. The edges of copied section{s) will look a bit strange.


129.01*KB

- Not really a problem since in most cases those edges need to be modified anyway to fit into the map correctly. In this case it was just a matter of adding required coastal and sea tiles (I hate to see coastal tiles without adjacent sea tiles ).


173.79*KB

- Now the process of modifying / removing / adding tiles, resources and overlays in the non-copied sections can start. Saving the map in the editor and loading into Maptweaker and using the Analyzer a couple of times really helps to see if all modifications result in the required balance. In this process you can also make up your mind about the new starting locations. If you want to avoid the AI settling in the first turn just put a mountain on each new starting location (vulcano's do the job as well but a little .
- Now it is time to insert the new starting locations (usually 8) using the Civ editor. Don't assign them before all 8 are put in. The editor sometimes screws itself if you do. Analyzer can be used to make sure all 8 are in and to do a final check.
- Assign the starting locations to Player1, Player 2 etc. Don't use any of the other options.
- Select custom player data and assign at least Civs to the human players and assign them their diff. level. Make sure the checkbox "Human player" is on for each of those.
- If you want to assign specific AI as well this is the time to do it.
- Most of the time you need to remove SoZ, mod some other rules and add some funnies (like UU units with custom names). This usually is the last step in the editor.
- Game is ready to be loaded. Don't forget to select diff. level before loading the scenario and check victory conditions and SGL just prior to launch.

Happy mapmaking!
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