
Press CTRL+V to paste your screenshot into your graphics program.
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tga format PhotoShop, Paintshop Pro or the free utility, Gimp. Minimise Worldbuilder and open your graphics program that should be able to save in. Take a screenshot by pressing the Print Scrn key on your keyboard. Set the top down view of your map in Worldbuilder, CTRL+F and zoom out so that you can see the whole of the map area. I'm going to demonstrate how you can make a MiniMap along the lines of the Official maps, to give your map that little bit extra. Whilst the basic one is adequate, many players complain that there just isn't sufficient terrain information about the map in them. The style of the MiniMap for Red Alert 3 Official maps is quite different. tga file is updated as you progress, each time you perform subsequent saves. tga format when you save for the very first time. Worldbuilder creates a standard MiniMap in.
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The Readme file can be created using the standard Windows Notepad utility and saved in the map folder before creating a. Replace the values in square brackets ( RED Text ) with the appropriately named information. Extract all files to:Ĭ:\Documents and Settings\ \ Application Data\ Red Alert 3\ Maps\ Ĭ:\ Users\ \ AppData\ Roaming\ Red Alert 3\ Maps\

We at expect all submitted maps to include a Readme text file that has your name as Author/Creator and Contact information (e-mail address) and a well-written map description Īuthor E-mail: This map is a very basic tutorial map, providing loads of manoeuvring space, a pile of funds for those people who are new to the game, tactical points for the more pro players, and terrain, which proves advantageous to newcomers.Ĭhange Folder Options to show hidden files and folders. When you have tested your map every which way and you feel that you would like to submit your map for hosting, there are one or two things that need to be done. You can really make some astounding texturing effects, once you get to grips with them. Practice more with the texturing tools too. Be careful that the terrain isn't so uneven that your players are unable to place structures. You may wish to apply some of the hints and tips in here to add a little uneven ground using the Mound, Dig and Height Brush tools on minimum settings. Our example map is a basic map and the Player Islands terrain I have left as totally flat. Then, play the map again, checking for the same and any other problems there may be, but this time set your starting position at the Player 2 base. (if any)Ĭheck that Land Units can cross bridges. With our 2 player example map, choose the Player 1 base first as your starting point and set Player 2 as an ally.Ĭheck that there is sufficient building space around the base area.Ĭheck that garissonable structures are accessible.Ĭheck that your water tables are correctly set.Ĭheck that your terrain heights are correct.Ĭheck any Cliff, Wall and Road objects for misalignment.Ĭheck that Sea Vessels have access under bridges. Testing your map within the game is quite easy to do. There is a very important step that you simply must carry out. If you have followed the tutorial from beginning to end, Congratulations! You now have a finished, working Command and Conquer Red Alert 3 Skirmish map.

(If it weren't for the crappy tactical AI, they'd have overrun me long ago.) Also France is at about the same culture level as I am, although my two cities are culture monsters with a lot wonders and all. France basically dominates the complete rest of the map (Rome still left though) and has 14 cities (6 puppets, 8 french), if far ahead in terms of military power and tech. I'm at turn 790 (AD 1770) and went for a cultural victory with 2 cities. A little background: The game I'm currently playing (Pangea, Tiny, King, Marathon) with Egypt certainly looks … interesting.
