I think the map was build by hand from tiles, wasn't it?
I'll do it all in photoshop. Really, there is no need to use small tiles anymore nowadays. Back in the days they had to save space, but today, you can just make the terrain of your map one huge image, split it up in 256x256px images and then be done. There is a tile splitter tool for exactly this task, which also creates the base code for the *.vol file.
In fact, I am even merging all shadows and flat objects into my terrain file now (haven't done this in my first map), because it makes many things a lot easier and less fiddle-y.
This is my second map in photoshop (I build my maps in photoshop first- this one is 500mb
And this is my final terrain graphic:
After that, I also save an image with all "real" objects with a color overlay (red) and use it in the mapper as a base. On this base, I place the objects then till there are no red spots left over. After that, the bug fixing begins, tweaks are done, etc. etc. Ultimately, this workflow makes creating a map for Commandos a lot easier and faster. Still, it is a huge amount of work, as you are pretty much building the same map twice. Once in photoshop, once in the mapper.
Edited by Lexx2k, 05 April 2013 - 04:12 AM.