Greetings companions of Edain!
Since last Saturday you can play Edain 4.0 Demo, and we hope that you're having as much fun as we do.
We're sure many of you are wondering how to make your custom maps work with all the new mechanics, building system, and other new concepts of Edain 4.0, So we would like to present to you a detailed tutorial explaining how to make your maps work with Edain 4.0 and all other future versions.
First of all, make sure you have Edain 4.0 enabled in Edain launcher (otherwise it won't work).
Now open your map, as usual, with the World Builder of
Rise of the Witch King game (you can find it in the main game folder).
Search for the starting points on your map
they should be designated as Player_1_Start, Player_2_Start, and so on. These are the places were you would start in a fortress in the older and vanilla versions.
When you find the starting point for the first player, open the
"Place Object" tool
and go to
ByNativeType / Civillian / MISC_MAN_MADE . There you will find
FestungPlotFlag for the big Castle, and
LagerPlotFlag for the smaller Camps.
Place the starting object that fits your map, and name it
Festung_1 for Player_1,
Festung_2 for Player_2, and so on.. then change the Team
to
PlyrCivilian/teamPlyrCivilianAs you would rarely get the facing right at first attempt, you can change the rotation in the
Angle field
.
The main facing of the
LagerPlotFlag in game will be to the side that is labeled "UP", and the gate of
FestungPlotFlag will be on the side that's labeled "Top".
You should make sure that the area where the Castle/Camp will be is completely flat and there's no other objects on it (like trees, bushes,..etc). To make sure that your ground is flat, here's what to do: Click the Castle/Camp you've placed and in the bottom left
you can see the exact height of the terrain. Now open the
Height Brush and put the value you'e just found
in the Brush Height field. For the Brush Feather Width
put any value less than 5. For the Brush Width
put a value of 65 for the Camps, and 120 for the larger Castles.
Now place the brush right in the center of your Castle/Camp and use it.
Note that you may have only one type, either Castles or Camps, per each map. So all players should have the same starting bases.
The settlement and outpost building sites are much easier to place. Simply place the
WirtschaftPlotFlag for Settlements (it's in the same place as the Castle and Camp objects), and
ExpantionPlotFlag for Outposts (find it in
ByNativeType / Neutral / MISC_MAN_MAD).
NOTE: settlements and outposts must be assigned to team PlyrCivilian/teamPlyrCivilian and must NOT be named!Another important change that is important for the various new systems, such as the Dwarf Expedition, is to define a point to leave the map and a point to enter it.
Use the
Waypoint tool and create a waypoint
slightly outside the map boundaries where the troops will spawn.
Name the waypoint
Player_1_Spawn for Player_1,
Player_2_Spawn for Player_2 and so on. Using the Waypoint tool draw a line up to the map
. write in the Waypoint Path Lables
Player_Path purely without any number
Now create a waypoint inside the map
from which the units will leave the map, and draw a line to outside the map
. Write in the Waypoint Path Lables
Player_1_Path for player_1,
Player_2_Path for player_2, and so on.
NOTE: you must create those two In and Out waypoints for every player.In the end, here's a quick summery that you should finally check:
- Create a Castle/Camp and name it Festung_1, Festung_2,...etc.
- Assign Castles, Camps, Settlements, Outposts to PlyrCivilian/teamPlyrCivilian.
- Make sure that Outposts and Settlements Plots are unnamed.
- Clean the ground under Castles/Camps from all other objects, and flatten it with the Brush.
- Create a waypoint path from outside the map to the inside, and name the first waypoint Player_1_Spawn, Player_2_Spawn,...etc. and name the path Player_Path.
- Create a waypoint path from inside the map to the outside. name the pathe Player_1_Path, Player_2_Path,...etc.
Congratulations! Your map should now work like an official Edain map.
best regards for all mappers