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Staredit Network -> Melee Chat -> Symmetrical Maps
Report, edit, etc...Posted by deathman101 on 2006-11-10 at 18:19:48
HOW DO THEY DO IT? I seriously need to know. I have just taken up melee maps and I don't know timbucktoo about symmetricalizing it.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-11-10 at 19:59:47
Careful aiming and patience.
Report, edit, etc...Posted by green_meklar on 2006-11-10 at 20:04:23
It would be possible to write programs to do that, but I've never heard of any. As far as I know, any close approximation of symmetry in a map is simply careful terrain, doodad and unit placement.
Report, edit, etc...Posted by Chef on 2006-11-10 at 20:15:46
I don't know about 'careful aiming'. I just follow my heart, you know?

I also do one bit at a time, making sure the number of tiles I place on one side is within the threshold of my memory, so that I can place them on the other side. The numbers that tell you what grid square you're on are also helpful. If you're going insane flipping back and forth from two spots to try and make sure they're symetrical, it can be helpful to select "new map view" from the window menu, and then select 'view vertical' (or horizontal) so you can look at them both at the same time.

Other than that, there's not much to it.
Report, edit, etc...Posted by deathman101 on 2006-11-11 at 03:39:58
Bah, I was thinking there was some program that flips terrain
Report, edit, etc...Posted by Koltz on 2006-11-11 at 08:11:57
theres some koean program that does that, but it doesnt do doodads, also it "corrupts" the map, so that u cant edit the flipped sides, it shows as null terrain with random blocks
Report, edit, etc...Posted by SpiralEdge on 2006-11-11 at 17:44:32
One of my new maps is symmetrical... I took 12 hours on it... You just need patience and like what your making zzing....

Additional Note:

Not all maps should be symmetrical... Making unique but similar areas for all locations is what can make your map a lot more unique than others. As long as all are balanced a non symmetrical map can rock just as hard as a totally symmetrical map.
Report, edit, etc...Posted by Yenku on 2006-11-16 at 18:23:01
Work on one thing at a time. Lay out bases in corresponding spots with same distances from the side or top, whatever. Then just keep on doing one things at a time making sure that it is syymetrical (with a natural feeling if its not space).

BTW, its Timbuktu and I dont think thats how the expression works.
Report, edit, etc...Posted by deathman101 on 2006-11-17 at 04:38:21
For me even if I do try to lay em out correspondingly its still not freakin symmetrical
Report, edit, etc...Posted by Yenku on 2006-11-18 at 12:13:52
Well then you're not giving it enough thought, time or patience.
Report, edit, etc...Posted by deathman101 on 2006-11-18 at 13:06:07
When I actually get a good idea I can do it...but something is always not right.
Report, edit, etc...Posted by MillenniumArmy on 2006-11-19 at 05:27:12
In my opinion, symmetric maps are a hell lot easier to make than assymetric ones.

Because everytime you change the terrain with your brush for one player's side, just mimic the exact number of moves and spaces you've made. So really, if you're making a 4 player map, you're basically only workin on 1/4 of the map because the other 3/4 parts, all you gotta do is just copy what you did originally. It's a slower process, but it sure beats making random sketches and then using up valuable time balancing and reshaping player bases/sides.
Report, edit, etc...Posted by Yenku on 2006-11-20 at 12:36:39
Enough said.

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