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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Erom</id>
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	<updated>2026-11-08T20:28:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Trouble-shooting_s3o_units&amp;diff=18376</id>
		<title>Trouble-shooting s3o units</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Trouble-shooting_s3o_units&amp;diff=18376"/>
		<updated>2007-07-15T14:39:59Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page assumes you have a working knowledge of Spring unit creation, and will address some common pitfalls in creating s30 units.&lt;br /&gt;
&lt;br /&gt;
=Invisible Unit=&lt;br /&gt;
&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
Unit spawns projectiles, engine flare, and other fx, as well as functioning correctly, but the model is invisible at any view distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
* That your s3o has both a radius and height set in Upspring.&lt;br /&gt;
&lt;br /&gt;
=Disappearing Unit=&lt;br /&gt;
&#039;&#039;&#039;Problem:&#039;&#039;&#039;&lt;br /&gt;
Unit operates correctly, including being visible at low zoom levels, but disappears at higher zoom levels, often leaving a small grey blob. Example:&lt;br /&gt;
http://img54.imageshack.us/img54/1278/problemga6.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
* The reduction to grey blob is done by the LOD (Level Of Detail) process in spring. For 3do units, this nicely scales down a full 3d unit to a sprite as you scale out. For s3o, this doesn&#039;t work as nicely. There are two things you can do:&lt;br /&gt;
** 1: Make sure your unit has a radius that reflect the model size accurately. The view distance at which LOD kicks in is proportional to unit radius.&lt;br /&gt;
** 2: Make sure your LOD setting in Spring is high enough to actually display the unit correctly.&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Trouble-shooting_s3o_units&amp;diff=18375</id>
		<title>Trouble-shooting s3o units</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Trouble-shooting_s3o_units&amp;diff=18375"/>
		<updated>2007-07-15T14:29:47Z</updated>

		<summary type="html">&lt;p&gt;Erom: New page: [URL=http://imageshack.us][img]http://img54.imageshack.us/img54/1278/problemga6.jpg[/img][/URL]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[URL=http://imageshack.us][img]http://img54.imageshack.us/img54/1278/problemga6.jpg[/img][/URL]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7899</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7899"/>
		<updated>2007-07-15T14:29:12Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* s3o units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod development=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Mod Development]]&lt;br /&gt;
*[[Mod specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6015 What do I need to create a mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Development===&lt;br /&gt;
*[http://taspring.clan-sy.com/wiki/Unit_Development Global informations about units]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====s3o units====&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures].&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [[Simple Mod Tutorial]]&lt;br /&gt;
* [[Units:CreateModel|UV Mapping in Wings3D]]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10947 Texturing Tutorial]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 various things about unit making. (Also contains an illustrated alpha-channel tut)]&lt;br /&gt;
* [http://spring.clan-sy.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
&lt;br /&gt;
====Scripting and Animation====&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
* GET/SET MAX_SPEED works once again. GET/SET ACTIVATION also works (which means you can turn radar jamming, energy production, radar, metal proudction, energy/metal use as defined in the fbi off and on via script)&lt;br /&gt;
&lt;br /&gt;
====FBI Files====&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variables)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TDF Files====&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:Weapons]] : Various informations about weapons&lt;br /&gt;
*[[All_Weapons_variable_values:_min,_max,_default,_type|Units:Weapons (variables)]]&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
&lt;br /&gt;
====Lua====&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
&lt;br /&gt;
====Misc====&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====3do units====&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19476</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19476"/>
		<updated>2007-05-12T20:52:56Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* The Problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [http://taspring.clan-sy.com/wiki/Map_development tutorials]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The water level is always assumed to be 0 in mapconv&#039;&#039;&#039;, so anything with a negative &#039;&#039;&#039;a&#039;&#039;&#039; value will be underwater.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
-x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
-x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20638</id>
		<title>User:Erom</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20638"/>
		<updated>2006-09-18T23:34:01Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll find me, like most people, on the [http://taspring.clan-sy.com/phpbb/index.php messageboard] more often than here. &lt;br /&gt;
&lt;br /&gt;
Not a common player on line, my internet connection at home is unreliable&lt;br /&gt;
&lt;br /&gt;
===Current Projects===&lt;br /&gt;
&lt;br /&gt;
Cursors for [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6851 Lego Spring]&lt;br /&gt;
&lt;br /&gt;
===Goodies===&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=3472 Map:Crossfire]&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6150 Content:Cursors Set]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Control&amp;diff=13081</id>
		<title>Map Control</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Control&amp;diff=13081"/>
		<updated>2006-09-15T19:50:48Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Always a part of well-balanced RTS games, Map Control (commonly referred to as MC) is the amount of control you exert on the map. At the simplest level this can refer to the amount of map that you have expanded to cover, to access a greater resource base. However, there can also exist &amp;quot;controlled&amp;quot; territory that has not yet been expanded into - an area covered by an air force, for example. Converting Controlled territory to Expansion territory effectively is one of the cornerstones of effective play.&lt;br /&gt;
&lt;br /&gt;
Map Control is &#039;&#039;&#039;ESSENTIAL&#039;&#039;&#039; in almost all maps/mods, however it cannot be the sole method of achieving victory, considering the economic infeasibility of maintaining it inviolate of assault.&lt;br /&gt;
&lt;br /&gt;
The conundrum is this- if left unchallenged, economic growth is exponential with territory acquisition. The more you expand, the more resource points you control, and the more room you have to build up your on resource or logistics points. However, the more you expand, the more thinly your defenses are spread to protect against raiding. Your opponent also has more choices for targets to mobilize an assault against, making the &amp;quot;guessing game&amp;quot; elements of this strategy more difficult for the expanding player. Expansion alone is not a winning strategy - you must combine expansion with good use of the additional resources, flexible force control that can react quickly and effectively to widespread attacks, and plenty of scouting so you can keep up with where and when your opponent is planning an attack.&lt;br /&gt;
&lt;br /&gt;
A common mistake of the beginner player is to expand too slowly, and be crushed by the superior military machine of his opponent. A common mistake of the intermediate player is to expand too quickly and leave a vital hole in his defenses that the enemy can exploit. Mastering the rate of expansion, which varies from map to map and mod to mod, is quite possibly the most difficult and most rewarding strategic problem a player has to face.&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20637</id>
		<title>User:Erom</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20637"/>
		<updated>2006-06-23T13:37:58Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll find me, like most people, on the [http://taspring.clan-sy.com/phpbb/index.php messageboard] more often than here. Recently deprived of my fat pipe due to summer, so you won&#039;t see me online often.&lt;br /&gt;
&lt;br /&gt;
===Goodies===&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=3472 Map:Crossfire]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20636</id>
		<title>User:Erom</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:Erom&amp;diff=20636"/>
		<updated>2006-06-23T13:28:49Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You&#039;ll find me, like most people, on the [http://www.example.com messageboard] more often than here. Recently deprived of my fat pipe due to summer, so you won&#039;t see me only often.&lt;br /&gt;
&lt;br /&gt;
===Goodies===&lt;br /&gt;
&lt;br /&gt;
[http://www.example.com Map:Crossfire]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13174</id>
		<title>Map Reviews</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_Reviews&amp;diff=13174"/>
		<updated>2006-06-23T13:25:15Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* Brazilian Battlefield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If anyone else wants to do more work on this, it might be useful to have the maps sorted by size.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
===2 Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: Mostly an air map, as not even kbots can climb the plateus, mex radius is also too small for the metal layout.&lt;br /&gt;
&lt;br /&gt;
===4 skulls===&lt;br /&gt;
&lt;br /&gt;
Deci: Simply too much metal, otherwise a solid map. Try lowering the metal income on the hills to around 1.5 or lower.&lt;br /&gt;
&lt;br /&gt;
FizWizz: Interesting map, funny metal but fun to play. However, the metalmap is really bright.&lt;br /&gt;
&lt;br /&gt;
===Alaska===&lt;br /&gt;
&lt;br /&gt;
AF: Needs stuff on the corner bits, preferrably custom snowy tree like features and other assortments, and a small open space, otherwise looks nice but a bit plain. &lt;br /&gt;
&lt;br /&gt;
===Ancient Arena===&lt;br /&gt;
&lt;br /&gt;
Deci: I have heard that this is an excellent FFA map, though I myself do not normally play FFA&lt;br /&gt;
&lt;br /&gt;
Sehk: Very good for FFA and small but numerous team games (5 teams of 2 comes to mind) if completely dependent on the center. Height map issues may arise, and the water in the corners offers another viable few strategies most players shouldn&#039;t need to deal with.&lt;br /&gt;
&lt;br /&gt;
===Anglo-Saxon Starfish===&lt;br /&gt;
&lt;br /&gt;
Deci: Too much metal, otherwise a good combo of land and sea.&lt;br /&gt;
&lt;br /&gt;
===Ashap Plateau===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Apparently an old favourite for 1v1s and 2v2s. The ground is covered with spires that really muck up most units&#039; pathfinding and firing.&lt;br /&gt;
&lt;br /&gt;
===Ashpen===&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, not too big and not too much metal. Wouldn&#039;t mind a slightly larger one with more topography, but it&#039;s still good. &lt;br /&gt;
&lt;br /&gt;
===Atlantic===&lt;br /&gt;
&lt;br /&gt;
Deci: A strange map, as amphibious units are near useless due to mountainous shorelines and air and naval power rule the day. This is another map that would benefit from a larger mex radius.&lt;br /&gt;
&lt;br /&gt;
===Azure Rampart===&lt;br /&gt;
&lt;br /&gt;
Deci: Probably the most played FFA map, not much to say about this one.&lt;br /&gt;
&lt;br /&gt;
Sehk: Not pretty, not very varied, but functional. Good for FFA, but with limited enjoyment and flexibility.&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&lt;br /&gt;
Sehk: Water map, with central metal in the water and lesser metal on land. Once you have the center, it becomes far too easy, and the map doesn&#039;t have an incredible amount of replay value. Smaller than I would like.&lt;br /&gt;
&lt;br /&gt;
===Brazilian Battlefield===&lt;br /&gt;
&lt;br /&gt;
AF: Too many trees in one corner makes AI testing on this map unfair. Make a bigger version though, it&#039;s somewhat smaller than I would have liked.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Good for quick games.&lt;br /&gt;
&lt;br /&gt;
--[[User:Erom|Erom]] The many mountains make this an easy map to porc heavily on. However, it is one of the few small maps, so if you are looking for a quick game, it is a good option.&lt;br /&gt;
&lt;br /&gt;
===Caldera===&lt;br /&gt;
&lt;br /&gt;
Deci: Basically a larger version of Ashpen&lt;br /&gt;
&lt;br /&gt;
===Castles===&lt;br /&gt;
&lt;br /&gt;
Deci: the ultimate seige map, I don&#039;t play this one much anymore, but it is still fun sometimes when the game doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Massive porcfest.&lt;br /&gt;
&lt;br /&gt;
2k4: HUGE metal in water&lt;br /&gt;
&lt;br /&gt;
Targ Collective: Excellent siege map, although the &#039;Lake of Gold&#039; has less tactical value than it could. Placing an even moderate metal distribution over most of the map, including the grassy areas, allows players to expand resource operations over most of the map, where it could play better confined to the castles and lake solely to force confrontations.&lt;br /&gt;
&lt;br /&gt;
===Cathralda V10===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:10, 25 Apr 2006 (W. Europe Daylight Time): A fun map. Wind is good but very unpredictable. Medium level of metal, quite spread-out. Easily-accessible geothermals, mostly near the center of the map. Rolling hills with some chokepoints, but too open to porc effectively. Vehicles seem to be able to climb all of the hills. The one problem is that it&#039;s a little hard to gauge hill heights in the default TA view.&lt;br /&gt;
&lt;br /&gt;
===Cliff Down===&lt;br /&gt;
&lt;br /&gt;
Deci: A good FFA map if the players start at the entrances to the canyon, the starts should probably be changed to reflect this&lt;br /&gt;
&lt;br /&gt;
Gnome: Good metal layout, but it&#039;s so big that there&#039;s too much available. Also very easy to porc out on (secure your two chokepoints, dot the rest of your base with AA). The game I played on this one became a drawn out stalemate that lasted over three hours because it&#039;s simply too damn big. &lt;br /&gt;
&lt;br /&gt;
===Cliff Run===&lt;br /&gt;
&lt;br /&gt;
Deci: too small to really play on.&lt;br /&gt;
&lt;br /&gt;
Gnome: I disagree. It&#039;s good for a quick game, the action is quick and it really keeps you on your toes. The hills really add to the map. The trees are somewhat annoying, but area reclaim works.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great fun for 1v1, though watch the water.&lt;br /&gt;
&lt;br /&gt;
===CometCatcher and Green Comet===&lt;br /&gt;
&lt;br /&gt;
Deci: one of the much-loved maps, it isn&#039;t my personal favorite, but it&#039;s a solid map.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Godlike! accept no substitutues!&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Too damn flat. Heightmap needs to be redone badly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Great maps, if a little flat. I prefer Green Comet for its left-vs-right setup, but the original&#039;s still great.&lt;br /&gt;
&lt;br /&gt;
===Core Pyramid===&lt;br /&gt;
&lt;br /&gt;
Deci: A map with actual low metal, these are rare goodies&lt;br /&gt;
&lt;br /&gt;
===CorrosivePits===&lt;br /&gt;
&lt;br /&gt;
Deci: apparently there is a version 4 out for this map that I haven&#039;t played yet.&lt;br /&gt;
&lt;br /&gt;
===Crossings_v4===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 20:09, 25 Apr 2006 (W. Europe Daylight Time): Fun &amp;quot;push the middle&amp;quot; map. Low metal near start locations, lots in the middle. Assaulting up the ramps is a little annoying at the end, but once you push the enemy out of the middle, you&#039;re practically guaranteed a win.&lt;br /&gt;
&lt;br /&gt;
===Crystal-Harbor===&lt;br /&gt;
&lt;br /&gt;
Targ Collective - A fun water map with perhaps just a bit too much metal. Metal spots are used throughout and the centre has a very high metal spot, which in itself accounts for at least half the metal on the map. South has an advantage in land (slight) and Geo spots (two extra), so the choice is a balanced if cramped East vs West, or an unbalanced yet easier teamwise North vs South.&lt;br /&gt;
&lt;br /&gt;
If one team can consistently hold the centre, that team will gain a huge tactical advantage. Therefore, pummelling the centre with artillery if you lose it is advised.&lt;br /&gt;
&lt;br /&gt;
All teams start on land, so the more durable aircraft are available. Specialist seaplanes, esp. torpedo launchers, should see plenty of use.&lt;br /&gt;
&lt;br /&gt;
2k4: you might as well quit if you dont have the center on start&lt;br /&gt;
&lt;br /&gt;
===Crystal-World===&lt;br /&gt;
&lt;br /&gt;
Deci: Mex radius is far too small, it should be doubled or tripled at least.&lt;br /&gt;
&lt;br /&gt;
===Desert Dunes===&lt;br /&gt;
&lt;br /&gt;
Deci: too much metal, otherwise good&lt;br /&gt;
&lt;br /&gt;
FizWizz: This map is Ace. The metal is much higher than a typical map, but I still wuvs it =)&lt;br /&gt;
&lt;br /&gt;
===Egypt===&lt;br /&gt;
&lt;br /&gt;
Sehk: Fairly realistic and fun to play, but rather imbalanced due to the placement of water. Metal is plentiful and gameplay is quick.&lt;br /&gt;
&lt;br /&gt;
===EuroGreen===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Honestly, it&#039;s ugly and a comm swapfest imo. Small maps are good if the are done correcty. Unfortunately this map does not have enough real chokepoints to be viable.&lt;br /&gt;
&lt;br /&gt;
===EvergreenHaven===&lt;br /&gt;
&lt;br /&gt;
--[[User:Egarwaen|Egarwaen]] 00:55, 16 Apr 2006 (W. Europe Daylight Time): Nice hilly map. Good balance between chokepoints and openness. Similar gameplay to GreenHaven.&lt;br /&gt;
&lt;br /&gt;
===Greenhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: One of the popular maps of spring, somewhat rough terrain, while still allowing vehicles.&lt;br /&gt;
&lt;br /&gt;
===Greenriver===&lt;br /&gt;
&lt;br /&gt;
Min3mat: awesome. IMO the best water map out there&lt;br /&gt;
&lt;br /&gt;
===Hamburger Hill===&lt;br /&gt;
&lt;br /&gt;
Deci: Open-area tank warfare, barely deserves to be called a hill&lt;br /&gt;
&lt;br /&gt;
===Hill Haven===&lt;br /&gt;
&lt;br /&gt;
FizWizz: My favorite map of the River Dale set. It looks absolutely beautiful, it is simple, but it is not a plain map. It is balanced too, which is a little bit harder to say about the other maps in this series.&lt;br /&gt;
&lt;br /&gt;
===Hills and Valleys===&lt;br /&gt;
&lt;br /&gt;
Deci: a good vehicle and kbot map, I really don&#039;t know why this one isn&#039;t played more.&lt;br /&gt;
&lt;br /&gt;
===Island in the Sun===&lt;br /&gt;
&lt;br /&gt;
FizWizz: A good naval map, the only island-hopper besides Gods of War II remake, I wish I could see more maps like this on FU.&lt;br /&gt;
&lt;br /&gt;
===Island Alpha===&lt;br /&gt;
&lt;br /&gt;
Deci- decent 1v1 map&lt;br /&gt;
&lt;br /&gt;
===Lava Highground===&lt;br /&gt;
&lt;br /&gt;
Deci: extremely focused on the center, not sure if that&#039;s a good thing or a bad thing for this map&lt;br /&gt;
&lt;br /&gt;
===Lava Rivers===&lt;br /&gt;
&lt;br /&gt;
Deci: Only one land route is generally bad for gameplay&lt;br /&gt;
&lt;br /&gt;
===Martian Desert===&lt;br /&gt;
&lt;br /&gt;
Gnome: Decent for 1v1, probably a little too much metal for that a lot of the time though. Probably very good for 2v2. Not too big either. &lt;br /&gt;
&lt;br /&gt;
===Mountain Seige===&lt;br /&gt;
&lt;br /&gt;
Deci: a good kbot map, probably the one that would benefit most from lvl2 kbots having good anti-air.&lt;br /&gt;
&lt;br /&gt;
FizWizz: I love this map, it is beautiful and it plays well too, but it really needs to have a couple of the pathways broadened and leveled some so that they can actually accept traffic.&lt;br /&gt;
&lt;br /&gt;
===Nightscape===&lt;br /&gt;
&lt;br /&gt;
Deci: a personal favorite of mine, this map manages to feel huge even though it isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Oki River===&lt;br /&gt;
&lt;br /&gt;
Deci: this map has only one real problem, there is too much metal in the water, on this map, the water would probably still be valuable even if there were no metal in it.&lt;br /&gt;
&lt;br /&gt;
2k4: agreed, half the metal should be plenty&lt;br /&gt;
&lt;br /&gt;
===Painted Desert Remake===&lt;br /&gt;
&lt;br /&gt;
Deci: no qualms with this one, solid map&lt;br /&gt;
&lt;br /&gt;
Min3mat: Probably the prettiest map out there with good gameplay. Faithful port by NoiZe ^-^&lt;br /&gt;
&lt;br /&gt;
===Pathways===&lt;br /&gt;
&lt;br /&gt;
Deci: now weighs in at only 15 meg!&lt;br /&gt;
&lt;br /&gt;
===Pax Prime===&lt;br /&gt;
&lt;br /&gt;
Deci: an interesting map simply because of it&#039;s color&lt;br /&gt;
&lt;br /&gt;
===PincushionRemake===&lt;br /&gt;
&lt;br /&gt;
Kixxe: This map has a great feel towards the different maps. It&#039;s low metal makes expanding a must, constantly fighting over more of the map and more resources. A peewee corpse can be a god&#039;s blessing. The pins can be used to place LLT&#039;s and radars, but they block much of the radar to,  meaning you have to build several on different pins to get a full view. This is a wonderful map, but it can be hard to adapt to since it has &amp;quot;no metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Plains and Passes===&lt;br /&gt;
&lt;br /&gt;
Deci: this map could use a metal reduction, there are so many metal patches that the maxmetal should probably be lowered by a third or so.  Also, mex radius is so small that it doesn&#039;t even cover the entire metal patch.&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: Nice map, too much metal imo. If I don&#039;t have over 300 metal income by the end of the game on this map I&#039;ve done something wrong.&lt;br /&gt;
&lt;br /&gt;
2k4: increase mex radius, decrease metalspots by 75%&lt;br /&gt;
&lt;br /&gt;
===Rainbow Land===&lt;br /&gt;
&lt;br /&gt;
Deci: as far as I can tell, this is a joke map&lt;br /&gt;
&lt;br /&gt;
===Redhaven===&lt;br /&gt;
&lt;br /&gt;
Deci: rarely played because Greenhaven is easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
===River Dale===&lt;br /&gt;
&lt;br /&gt;
Deci: excellent 3v3 map, though the host needs to be careful where the start boxes are to keep it fair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2k4: GREAT map&lt;br /&gt;
&lt;br /&gt;
===Road to War===&lt;br /&gt;
&lt;br /&gt;
Deci: my map, so I don&#039;t think I can comment&lt;br /&gt;
&lt;br /&gt;
===Shore to Shore===&lt;br /&gt;
&lt;br /&gt;
FizWizz: I have never played an enjoyable game on this map, it just does not conduce itself to anything other than porcing, aircraft spamming, or massing battleships, that I have seen.&lt;br /&gt;
&lt;br /&gt;
===Sparewood===&lt;br /&gt;
&lt;br /&gt;
Gnome: Excellent for 3FFAs, small and in your face like sherwood, only minus the severely annoying trees at the start points. Not bad for 1v1 either. Perhaps a little too much metal, but it plays very fairly and well. &lt;br /&gt;
&lt;br /&gt;
===Splintered 4x4===&lt;br /&gt;
&lt;br /&gt;
Deci: Absolute annihilation units cannot cross the fords, and therefore it doesn&#039;t get played by a very large chunk of spring&#039;s players. The speed boost on the ford is also a bit rediculous.&lt;br /&gt;
&lt;br /&gt;
2k4: too high tidal&lt;br /&gt;
&lt;br /&gt;
===Sunken Outpost===&lt;br /&gt;
&lt;br /&gt;
Deci: an often-played ffa or team map, would be a bit linear if it weren&#039;t for the water&lt;br /&gt;
&lt;br /&gt;
===Swamp Island===&lt;br /&gt;
&lt;br /&gt;
Deci: mohos cannot easily be placed on the metal, making this map a bit of a pain to play&lt;br /&gt;
&lt;br /&gt;
===Tendril Mountain===&lt;br /&gt;
&lt;br /&gt;
Deci: another of my maps, it has way too much metal and I plan on fixing it eventually&lt;br /&gt;
&lt;br /&gt;
===The Hunters===&lt;br /&gt;
&lt;br /&gt;
Forboding Angel: All in all it&#039;s a solid map. A little low on metal for my tastes but still quite solid. It has large lake type bodies of water running through it. Lakes are large enough to put ships in if you so desire :D&lt;br /&gt;
&lt;br /&gt;
I havn&#039;t played this map myself. Only spectated, but I like the layout quite a bit and the atmospheric colors are beautiful. It is rather flat which IMO kinda sucks but regardless it&#039;s a rather fun map.&lt;br /&gt;
&lt;br /&gt;
Sehk: The gameplay here is varied, though the terrain is rather feeble. If you want to run a game with every type of unit, this is the place... hovers, tanks, ships, amphibious vehicles, k-bots and planes are all viable, though you would have a hard time with submarines.&lt;br /&gt;
&lt;br /&gt;
===The Abyss===&lt;br /&gt;
&lt;br /&gt;
Deci: Giant filesize makes this one a pain to download&lt;br /&gt;
&lt;br /&gt;
FizWizz: Absolutely destitute of metal, until you reach the crater in the middle. However, I had one of my most fun games of Spring in memory on this map.&lt;br /&gt;
&lt;br /&gt;
===The Cold Place===&lt;br /&gt;
&lt;br /&gt;
Deci: works for teams or FFA&lt;br /&gt;
&lt;br /&gt;
Gnome: Good, faithful port of the original.&lt;br /&gt;
&lt;br /&gt;
2k4: solid map&lt;br /&gt;
&lt;br /&gt;
===Volcano Island===&lt;br /&gt;
&lt;br /&gt;
Deci: subs have some difficulty getting though certain areas, should be changed&lt;br /&gt;
&lt;br /&gt;
==Metal Maps==&lt;br /&gt;
&lt;br /&gt;
===Core Prime Industrial Area===&lt;br /&gt;
&lt;br /&gt;
FizWizz: The metal concentration on the North/South Pyramids is ridiculous. Being both a metal map and a classic OTA map, it ought to have even metal distribution throughout, but as it is now, the strategic importance of the four walled forts is greatly diminished.&lt;br /&gt;
&lt;br /&gt;
Min3mat: Awful metal map which would be better with even displacement of metal&lt;br /&gt;
&lt;br /&gt;
===Metal Isles===&lt;br /&gt;
&lt;br /&gt;
FizWizz: Being both a metal map and a classic OTA map, it ought to have even metal distribution, but there is zero metal in the water. Not a crimp on gameplay, but something which should have been remedied.&lt;br /&gt;
&lt;br /&gt;
==Unreviewed Maps==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played one of these maps, please contribute your opinion and move it into the appropriate category above!&lt;br /&gt;
&lt;br /&gt;
4B Facility&lt;br /&gt;
&lt;br /&gt;
Acid Bridge&lt;br /&gt;
&lt;br /&gt;
AcidQuadratic&lt;br /&gt;
&lt;br /&gt;
Appleville Two&lt;br /&gt;
&lt;br /&gt;
BallerBurg&lt;br /&gt;
&lt;br /&gt;
Battle Lines&lt;br /&gt;
&lt;br /&gt;
Clear a Ditch&lt;br /&gt;
&lt;br /&gt;
Caustic Realm&lt;br /&gt;
&lt;br /&gt;
County Crossing&lt;br /&gt;
&lt;br /&gt;
Crust&lt;br /&gt;
&lt;br /&gt;
Death Valley&lt;br /&gt;
&lt;br /&gt;
Dueling Bases&lt;br /&gt;
&lt;br /&gt;
Dueling Forts&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map&lt;br /&gt;
&lt;br /&gt;
Duggans Metal Map Two&lt;br /&gt;
&lt;br /&gt;
Fizzy Lakes&lt;br /&gt;
&lt;br /&gt;
Foothill Basin&lt;br /&gt;
&lt;br /&gt;
Foothills&lt;br /&gt;
&lt;br /&gt;
Gods of War two remake&lt;br /&gt;
&lt;br /&gt;
Grassy Paradox&lt;br /&gt;
&lt;br /&gt;
Grad&lt;br /&gt;
&lt;br /&gt;
Green River&lt;br /&gt;
&lt;br /&gt;
Hell&#039;s Pass&lt;br /&gt;
&lt;br /&gt;
IceArena&lt;br /&gt;
&lt;br /&gt;
Icebergs&lt;br /&gt;
&lt;br /&gt;
Island Hopping&lt;br /&gt;
&lt;br /&gt;
King of the Castle&lt;br /&gt;
&lt;br /&gt;
Marshlands&lt;br /&gt;
&lt;br /&gt;
MetalHeck&lt;br /&gt;
&lt;br /&gt;
MicroMetalAlpha&lt;br /&gt;
&lt;br /&gt;
Monolith NaAr&lt;br /&gt;
&lt;br /&gt;
Mountain Range&lt;br /&gt;
&lt;br /&gt;
Omega&lt;br /&gt;
&lt;br /&gt;
PCB&lt;br /&gt;
&lt;br /&gt;
Proving Grounds&lt;br /&gt;
&lt;br /&gt;
Rockies&lt;br /&gt;
&lt;br /&gt;
Rolling Hills&lt;br /&gt;
&lt;br /&gt;
Rush Hour&lt;br /&gt;
&lt;br /&gt;
Rusted Divide&lt;br /&gt;
&lt;br /&gt;
Scrap Metal&lt;br /&gt;
&lt;br /&gt;
Snowscape&lt;br /&gt;
&lt;br /&gt;
Speedymetal2&lt;br /&gt;
&lt;br /&gt;
Spring-Islands&lt;br /&gt;
&lt;br /&gt;
Stone Bridges&lt;br /&gt;
&lt;br /&gt;
The Highlands&lt;br /&gt;
&lt;br /&gt;
The Pass&lt;br /&gt;
&lt;br /&gt;
Tidal War&lt;br /&gt;
&lt;br /&gt;
Tri-Vega&lt;br /&gt;
&lt;br /&gt;
Valles Marineris&lt;br /&gt;
&lt;br /&gt;
Valley of Death&lt;br /&gt;
&lt;br /&gt;
Water-Ways&lt;br /&gt;
&lt;br /&gt;
WideOpenCombat&lt;br /&gt;
&lt;br /&gt;
Windswept Desert&lt;br /&gt;
&lt;br /&gt;
XantheTerra&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19475</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19475"/>
		<updated>2006-06-23T13:18:58Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* The Problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [http://taspring.clan-sy.com/wiki/Map_development tutorials]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
The water level is always assumed to be 0 in mapconv, so anything with a negative &#039;&#039;&#039;a&#039;&#039;&#039; value will be underwater.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
-x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
-x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19474</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19474"/>
		<updated>2006-06-23T13:14:05Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* The Problem */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [[tutorials]]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
The water level is always assumed to be 0 in mapconv, so anything with a negative &#039;&#039;&#039;a&#039;&#039;&#039; value will be underwater.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
-x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
-x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19473</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19473"/>
		<updated>2006-06-23T13:11:41Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* Water Height FAC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [[tutorials]]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
-x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
-x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19472</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19472"/>
		<updated>2006-06-23T13:11:14Z</updated>

		<summary type="html">&lt;p&gt;Erom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Water Height FAC=&lt;br /&gt;
&lt;br /&gt;
===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [[tutorials]]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
-x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
-x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_development&amp;diff=13242</id>
		<title>Map development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_development&amp;diff=13242"/>
		<updated>2006-06-23T13:01:21Z</updated>

		<summary type="html">&lt;p&gt;Erom: /* Reference and FAQs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Map making=&lt;br /&gt;
Maps, are a complex mixture of heightmaps and textures.&lt;br /&gt;
Fortunatly, there are several people who share their knowledge with us.&lt;br /&gt;
There few tutorials will make your life as mapper a lot better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Full Guides For Map Making ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Create_maps|aGorm&#039;s map creating Guide]]&lt;br /&gt;
*[[Map_Making_Guide|aGorms Ultimate Map Making Guide(unfinished)]]&lt;br /&gt;
*[[IceXuick_Map_Design_Help|IceXuicks Map creating Guide]]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3941 Forboding Angel&#039;s map creating Tutorial]&lt;br /&gt;
*[[Maps:Tutorial|Another tutorial from a designing point of view]]&lt;br /&gt;
*[[A_Complete_Map_Making_Tutorial|A Complete Map Making Tutorial (under construction)]]&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Specific Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[Maps:SMD|Everything about .SMD]]&lt;br /&gt;
*[[Maps:Compiling|Everything about Compiling your map]]&lt;br /&gt;
*[[MapsBalance|Some things about map balance]]&lt;br /&gt;
&lt;br /&gt;
Features. Stones, rocks, trees, for your map can be found in [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4047 This thread]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mappers Clan ==&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
== Reference and FAQs ==&lt;br /&gt;
&lt;br /&gt;
* [[Maps:Noob Mistakes]]&lt;br /&gt;
* [[Water Height: Mapconv vs. Heightmap]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Category:Map development]]&lt;/div&gt;</summary>
		<author><name>Erom</name></author>
	</entry>
</feed>