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 Forum index » Featured Projects » Dawn of the Tiberium Age » Maps
DTA mapping guide
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Feb 27, 2010 12:29 pm    Post subject:   DTA mapping guide Reply with quote

Just a short mapping guide for new mappers, that shows how to avoid some mapping problems.
Since update05 changes several things on the existing TerrainTypes, this guide shows also how to fix already existing maps, so they don't have problems with the terraintypes anymore (like units firing on treegroups that can't be destroyed).

a) How to place terrain
Since update 05 the TerrainTypes have been changed to have mostly a 1x1 foundation. This was necessary as infantry got stuck in bigger foundations as well as pathfinding issues for units moving along/through them.

If you place big treegroups and/or rocks make sure you place the IMOV impassable OverlayType under them. The impassable clear ground tile causes pathfinding issues and shouldn't be used (also since it can't be used when the TerrainType is place partially on cliffs or other ground art like pebble,beach or dirt).
see the attached terrainplacing.gif how they should be placed/used in finalsun

b) Since update05, DTA has 6 tiberium trees. The 2 original TD tiberium trees plus a third one created by hand from the TD tree mutation frames.
These 3 tiberium trees (TIBTREE TIBTREE2 TIBTREE3) spawn green riparius tiberium and a second slightly blue recolored version is available, which spawns vinifera tiberium (VINTREE VINTREE2 VINTREE3).
The 6 tiberiumtrees are shown in the attached DTAtibtrees.gif.
Note: the vinifera trees spawn vinifera a lot slower than the riparius trees (so they aren't too valuable and balanced)


terrainplacing.gif
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terrainplacing.gif



DTAtibtrees.gif
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DTAtibtrees.gif



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