====== A beginners' guide to making a map for TA Spring with L3DT ====== ** By [[user>Dead.Rabit]] ** Before continuing please note that this is unfinished and still a work in progress. ok to get started, this is the reference page for this tutorial but to make a map in TA Spring you need 4 layers of a map **dimensions.** as you may know the TAS client has a way of measuring dimensions less then 10x10 is a tiny map 16x16 - an average sized map suitable for 2v2 - 3v3's greater then 28x28 is a large map * the numbers MUST be even [[tutorials:ta_spring:dead_rabit:design_map|the first step: design map]] [[tutorials:ta_spring:dead_rabit:heightmap|heightmap]] - I find this the best thing to start off with, for the rest of the layers it acts as a kind of reference guide to where water is etc. this is a grayscale image that denotes how high or low a position is * white refers to a higher point * black refers to a lower point this file must be saved as a .bmp file format. its size is 1/8th the size of your texture map + 1 \\ [[tutorials:ta_spring:dead_rabit:texture|texture map]] - after making the heightmap I then go on to develop the texture map, I don't know why and I don't think it really matters, only that after seeing my texture map it will either encourage me to finish the map or make me want to quit this is a full resolution image of your map * its in full colour * can be saved as either .jpg or .bmp * must be less then 600mb total size * if you choose to save it as a .jpg file it must be a baseline image * as always bit depth/quality dont matter [[tutorials:ta_spring:dead_rabit:feature|feature map]] - i do this after my texture map as it is the most depressing part of map making. the basics are it is a black map with different coloured pixels to represent where to put grass, rocks, trees or buildings. * it is 1/8th the size of your texture map [[tutorials:ta_spring:dead_rabit:metal|metal map]] - this is what normally makes your map playable or not * this is an image containing only red. the more red their is on a pixel then the more metal will be received from placing a metal patch over the point that that pixel refers to ---- // Back to [[:tutorials|tutorial index]]//