Creating Maps in Battle Realms Editor
Creating Maps in Battle Realms Editor
Default tile types in the Battlefield Academy Map Editor serve to define the basic functional landscape, such as terrain types and passability. Overlay tiles interact with these basics by providing visual enhancements or additional terrain effects without altering the functional properties of the default tiles. This separation allows designers to layer complexity and style over a foundational map while maintaining predictable gameplay mechanics .
Modifying a map's tile size and proportions impacts its design and functionality by altering the layout and playable area. This may lead to unbalanced gameplay if features are unevenly distributed or crucial units and strategic points are misaligned. Additionally, with changes, strategic planning needs reassessment to ensure terrain functionalities like passability and cover remain effective .
Using hills and complex terrain geometry can create challenges in the game’s line-of-sight (LOS) rules. Since LOS is affected by elevation, complex terrain may lead to ambiguous or unrealistic LOS calculations in the game, potentially impacting gameplay. Therefore, while hills can add strategic depth, they should be used sparingly to prevent the introduction of visual clutter and computational difficulties .
Large scale map designs can present several challenges, including ensuring unit placement coherence, maintaining visual and thematic consistency, and managing the complexity of terrain features like LOS and passability. Additionally, resizing large maps might unintentionally disrupt existing layouts, such as leaving units stranded or omitting key landscape features which are crucial for balanced gameplay .
Randomly scaling and orienting trees when placed on the map adds visual variety and realism, preventing unnatural uniformity. This automated variation helps to create a more naturalistic landscape without manually adjusting each instance, thereby streamlining the design process. However, it necessitates careful consideration to avoid misleading terrain that affects strategic gameplay .
It is important to manage the placement and size of tiles carefully when resizing a map because resizing can inadvertently lop off key features or leave placed units stranded. This is due to the fiddly nature of map expansion or contraction, where the playable area shrinks or expands from tile 0,0 unless adjusted with the x and y offset values, potentially disrupting the coherence and strategic layout of the map .
'Blend' and 'edge' tiles enhance visual integration by smoothing transitions between different terrain types without affecting the underlying functional values. These overlay tiles help to create seamless and aesthetically pleasing transitions across the map, making different terrains appear more integrated and natural in appearance while preserving gameplay mechanics .
Overlay tiles in the Battlefield Academy Map Editor function differently from those in the tile palette in that they sit over the top of normal tiles and allow portions of the tile beneath to be visible through an alpha channel. They are used to disguise the joins between tiles, provide effects such as roads and paths, and introduce different terrain characteristics like 'difficult ground' without changing the underlying functional values of the terrain type beneath .
The placement of objects like trees affects line-of-sight properties because only tree meshes labeled as 'Blocking' will alter a tile's LOS properties. This means not all trees will block LOS, and it's necessary to deliberately place 'Blocking' trees to affect LOS while ensuring gameplay balance. Non-blocking trees do not affect LOS, allowing for more aesthetic placement without hindering movement or visibility .
Object placement in the map editor can alter tile characteristics and gameplay by changing terrain types. For example, buildings and fortifications block LOS, bridges change a water tile to passable terrain, and boulders make a tile impassable to vehicles. This can affect strategic movement and visibility, making object placement a critical factor in designing tactical scenarios .