Broken Arrow

Broken Arrow

View Stats:
Map editor ?
Hi everyone,

Does this game will have a map editor ?

If it will, i pre-order right now !

Thank you guys for your answers
< >
Showing 1-4 of 4 comments
FLX  [developer]
1
Feb 18, 2023 @ 6:26pm 
Not a map editor but a scenario editor.
Same as AMRA 3 scenario editor for instance: You to take any existing map and place units, objectives, triggers on it.

But it will also include a visual scripting tool to create script easily. Same kind of thing as Unreal Blueprint.
Ok thank you for your answer !
so i mean we will be able to make scenarios with units, buildings, like you say like in Arma 3
We will be able to place buildings ? props too ?

But Arma 3 has too a map editor, dont you think its not a good idea to give this tool too ?

You have everything to win to share a map editor to dynamise community, many RTS died because of lack of map editor :/

I mean, if you release only 12 maps, even with scenario editor, it will not be enough
Originally posted by FLX:
Not a map editor but a scenario editor.
Same as AMRA 3 scenario editor for instance: You to take any existing map and place units, objectives, triggers on it.

But it will also include a visual scripting tool to create script easily. Same kind of thing as Unreal Blueprint.

Is this still the case? Not being able to bring in new heightmaps or alter the landcover will really limit replayability here, especially given you are only focusing on flat lands in the baltics which take away any interesting mechanics height and varied topography can bring.
Originally posted by FLX:
Not a map editor but a scenario editor.
Same as AMRA 3 scenario editor for instance: You to take any existing map and place units, objectives, triggers on it.

But it will also include a visual scripting tool to create script easily. Same kind of thing as Unreal Blueprint.
-----
I was looking to import irl topography terrain using opentopography and Qgis , but if no mapping tool is planned ;'(

I think instead of let people freely mapping from scratch , you can import and select "raw" irl terrains, with only trees (basics-vegetation) but no buildings where you let grey blank urban floor areas.

From there , just a buildings placement tool can make people happy, for a custom map build on defined topography to use for scenario setup .
(This method is used for DayZ maps, i give you a link to BigGrampa - DZ Academy / https://steamcommunity.com/profiles/76561198067189746 / https://discord.gg/F7ctZX7 )
-----
Less work for you importing irl coords , then you need automatic layers depending on terrain elevation , also use generated Qgis polygons for trees/ rocks and water/rivers/lakes filling those areas.

Same way you can get roads and dirtpaths :steamhappy:

I hope this can give you usefull ideas :spiffo:

All the best for you in the future !
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Feb 18, 2023 @ 2:22pm
Posts: 4