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Introduction to Session #1
Review
Session #2 | Review
Session #3 | Review
Session #4 | Review
Session #5 | Review
Session #6
While Supreme Ruler 2010
offers a high level of modability, the
range of data that can be changed and
the choices during scenario design can
be somewhat daunting. Nonetheless, the
thrill of playing a map you have created
is usually more than worth the effort.
Over the next few sessions we will show
you the benefits of diving into this work
by taking you through the creation of
a custom scenario. This process includes
a number of mapediting tools and techniques,
many of which can be applied separately
to existing scenarios to create custom
versions. Some sessions may also cover
optional tools, which you may come back
to as you become more familiar with the
process or will perhaps omit entirely.
The fact that scenarios are divided into
so many parts allows for editing one part
while borrowing the rest from existing
scenarios. Default files for elements
like tech tree and equipment file also
offer shortcuts to scenario creation.
The steps we will go through
in these sessions will generally mirror
the information found in the Mapeditor
documentation but with a less technical
edge. We will also be providing screenshots
and files to follow along as we create
the scenario. Be sure to check the website
for the most up to date mapeditor documentation
as it will contain the most comprehensive
details.
In this session we will
cover the first steps of creating a new
scenario. Following sessions will continue
the process and offer the files from the
previous session for comparison.
1-A. Find a Map
The first step suggested
for creating a scenario is finding a map
image. This is not required but can really
help get the process started. It’s much
easier to decide on terrain types when
you have a picture to work from. For this
scenario I am using an imagery file. The
file I’m using was created from an existing
satellite imagery file in the game folder.
Taking an existing .PNG file and a graphics
editor, it is possible to create new imagery
that looks seamless. Adobe Photoshop was
used to create this file in less than
an hour. A good habit is to save original
raw images before saving the .PNG file
format. Some elements may be reused for
future scenarios.
All imagery files go into
the /MAPS/IMAGERY folder. The imagery
used for this workshop is available here.
(.PNG format)
1-B. Choosing the
design
Many scenarios are created
to try and recreate a real world scenario
but others, such as the one we are doing,
are entirely fictional. This does not
mean there is less data to work with,
simply that the data in many cases is
neither right nor wrong, it is simply
a decision of the scenario designer. Some
designers will start with a very clear
idea of what they intend to create; others
will have very little idea.
Having made a few notes
on what I hope the scenario to be, it
is currently intended to be a futuristic,
fictional area. I’ve chosen 3 players,
higher tech levels to start and the regions
will have access to German technologies.
From this I was inspired to call the map
“New Bavaria”.
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