Thanks for the encouragement, guys.
Coming from you it means a lot to us.
We've looked at the screens for the RJ mod and its many maps. Well done on those.
Also, the excellent tutorials have given us inspiration and direction that we would not likely have acquired on our own.
And yes, we've used M@tt's texture application style in some areas. It is definitely not as tedious a method when particular textures aren't more applicable - less random.
I'm not entirely sure what a
"...MP scripted map.." is, I'm assuming it's some sort of co-op fashion? I've never played MP, perhaps Wes has, I'll ask him.
This map includes Gollum and there is very limited ambient 'action'. Meaning there are two archers that fire at practice targets and another character moves between various points. But that is pretty much it.
There are 2 troll caves constructed that act as creeps, too. They spawn money chests. We're still trying to decide a reasonable amount to be spawned, though.
Troll CaveWe've been unsuccessful in getting other civilian team/faction characters to move, however. Not sure if it is the script syntax or team/faction affiliation, or even the trigger mechanism. Scripting seems to be "hunt & peck" at times. We've been more successful with only 2 to 3 civilian scripts at a time using individual waypoints opposed to waypoint paths. Although I'm assuming the waypoint path is more fluid in the travel, I've yet to get any character to follow one.
Based on what we're reading, this map may not be suitable for MP anyway. There is much more than 100 objects per player. I think we're near the 2300 count now.
We've seen other maps with even more objects than this but don't exactly know if there are maximums for total objects, object types, or etc. Other than the total number of tree types. We're hoping that 'tree types' does not include grasses or shrubs. We're assuming not, but every once in a while while testing the map a rock cluster or grouping of grasses will not appear. Also, sometimes when testing a rock cluster or two will not follow the "align to terrain" as is indicated when opening the map in World Builder. The "align to terrain" is checked and looks good in World Builder, but when tested the cluster is hovering in space. We tried deleting and replacing the exact same object in its place - didn't work. We tried 'edit/replace selected' - no success. Finally tried moving the object a few mm and that worked in only one instance. Had to delete a few others due to not being able to get them to conform.
Like I said, we're exploring the program and figure there are little tricks or tips that make big differences.
We really appreciate the offer for making a mini-map, that was truly unexpected, thanks. We'll likely take you up on the offer.