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Topic Subject: The Official SD Compendium
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posted 01-29-02 20:31 EST (US)   
Welcome to the Stronghold & Crusader Scenario Design Compendium!

The Compendium has been updated from the original hard work by Thurdl to expand on the existing topics, whilst adding a few new sections. In this thread you can see an overview of the various tips and tricks that have been brought to our attention by the numerous regulars on this forum. It will list everything from simple tips about the editor, through pictures of eyecandy, to more extensive threads on step-by-step creation of specific features. The thread will continue to be updated and improved where possible from now on and will run alongside Mapmaking 101, which will host more in depth tutorials and screenshots on the features offered by the Stronghold and Crusader map editors. The Frequently Asked Questions (FAQ) has also been expanded to cover as many of the newer topics raised within these forums and will include any Crusader-specific areas.

With a continuing active interest in Scenario Design, hopefully the Compendium can continue to be expanded and updated moving forward.

Sulis


Contents Of Compendium

Section 1. Frequently Asked Questions (FAQ)
Section 2. Alt key combinations
Section 3. Better Map Design - Events
Section 4. Better Map Design - Landscape
Section 5. Eye Candy & Mapmaking 101
Section 6. The Review Guidelines
Section 7. Other useful links

Let's start with a common area. I have tried to make a distinction between Stronghold and Crusader, and if a question is game-specific, it will be recorded as such.


Section 1: Frequently Asked Questions

Where is my Lord?

It happens occasionally during scenario design that you will place a keep, only to find your Lord has gone AWOL. If this is the case, the keystroke Alt+V resets your Lord, generating a new one in the editor.

Why can't I place any more trees/units, etc?

There is a limit to the number of sprites, or map elements, that the games can keep track of and display in a single map. After this limit is reached, there will be a cut-off after which no more items can be placed. The official limits are as follows:

Quoted from Lord Wibble:


Trees and shrubs are grouped on their own with a limit (I think) of 2000. People and animals are grouped with a limit of 1,500. Flying things, like arrows, flags, birds, etc have a limit of 2,000. Buildings have a limit of 1,000

In the newest patch for Stronghold, v1.2, the editor will warn you when you can only have 200 more sprites.

Where are my peasants/workers/house mothers?

Peasants can be created whilst in the map editor by disbanding troops, but they will not turn into workers. House mothers cannot be created in the editor. To get peasants to turn into workers and to get house mothers to appear, you need to play the scenario in question for a while, then save it. Access the saved games folder on your hard drive and change the file extension (.sav) to .map. Move the map to the maps folder and relaunch the game. Your map will now show workers and house mothers in the editor. Please note that peasants do not appear whilst playing a siege map in Stronghold.

Where can I place iron ore?

For Stronghold, iron cannot be immediately placed on flat or low terrain. The minimum placement initially has to be medium or high plain. Once the iron is placed though, the underlying terrain can be lowered to flat terrain if you so wish, without losing the iron.

For Crusader, iron can be placed on both flat terrain as well as the low and high plains.

How does the computer decide which signposts to use?

Unfortunately there is no current definite answer to this, as various people have tested different theories on this subject. To date, the signposts chosen by the AI seems completely random, so it would be best to assume that we don't know! If this changes, I will update this section accordingly.

How can I make my walls and towers damaged in a scenario?

One of the neat features of both Stronghold and Crusader is the ability to destroy walls and towers. This can really add something special to a map. To destroy walls, you need to be in the map editor function. Using some 'enemy' troops (i.e. red if you are to play as blue default), ask them to attack a section of wall. They will chip away at the wall until you move them away, or disband them. For towers, it may be better to place an enemy ram and 4 engineers for a quicker way around this. The ram will start destroying the tower (or wall, if you wish) until the tower collapses, leaving a ruined effect. Take care with this; the ram or enemy unit should stop just short of flattening the tower completely, but be ready to move it away once the ruin shows on screen.

That's fine, but how do I place enemy troops onto a map to allow this?

You need to be in invasion mode for Stronghold or invasion/skirmish mode for Crusader.

For Stronghold, you need the latest patch installed, v1.2. For Crusader, this feature is already built-in. Using ALT+,(ALT and comma), you can change the style of map accordingly. Remember to reset the map style once you have finished, removing all of the spare units you used with the eraser tool.

Why do troops disappear when I play the map at different difficulty levels?

Stronghold automatically deletes or adds units depending on the difficulty level you choose. Play an invasion (or defending siege in Stronghold) on a harder level, and the troops won't disappear.

Can I change the player colour to something besides blue?

Yes, for Stronghold. Make the map a Siege by pressing alt-comma in the main scenario screen (as detailed above). Save the map, then play it as attacker. While attacking, save the game and convert the .sav file to a .map file.

Can I have allies or computer units who are hostile to anyone?

Quoted from Lord Yoshi:


You can use the three extra MP players in single-player scenarios by placing the purple, cyan (light blue) or green units in the MP editor and then changing the map type into some other map type. These units will fight against any other unit on the map including other enemy units. They can be used as extra eye-candy colours or you could even start a scenario with an epic battle with computer players fighting each other. And if you're creative, you can use this trick to have unstable "allies".

How do you get screen shots posted on here?

Quoted from Ztolk:

You must make your picture/screenshot a .jpg file (you can do that in "Save As"), and use a pixel program/paint editor. You can them upload it to the internet. I recommend www.boomspeed.com for uploading. Geocities will not work. After that use the http://imageurl/image.jpg tags.

NB: The Boomspeed website currently states that accounts are only available for persons 18 years or over, due to the verification process using a credit card.

It seems that many (but not all) of the 'free' sites that allow picture storage do not allow you to link a picture or screen caption to other sites. The best advice here is to hunt around and ensure that you read the Terms of Service that these sites stipulate must be adhered to.

How do I stop fires spreading and causing damage to many buildings?

Fires can be a real problem. As they are able to spark and spread to neighbouring buildings, you need to ensure that you isolate buildings, or small groups of them, with a space of 4 tiles between each building/group. This way the fires won't be able to spread. This may not be practical in some scenarios (limited building space, for example), so in this instance you have to rely on numerous wells!

One thread mentioned building a selection of cheap, disposable items, such as woodcutters' huts, some way from the main castle/settlement. These seemed to catch fire, diverting the risk away from the main body of the castle. But bear in mind that fires are random events that can trigger anywhere!

How do you make a multiplayer map for Stronghold that is effective for the game style?

Wraith has brought this up in the forums previously. You can read this, which outlines some things you need to take into consideration.

Can I make changes or alterations to a map that I have already submitted?

Yes. Please refer to this thread.


Section 2: ALT key combinations

ALT+E: kills off all animals within the editor
ALT+@, or ALT+': brings up the panel where you set initial taxes and ration levels of your scenario
ALT+D: Shows connections and linkage layers. Useful when analysing where your units can and can't walk within the editor. Need to use this whilst looking at the map terrain itself
ALT+V: Respawns the Lord
ALT+,: Allows the map size to be changed as well as the map type


Section 3: Better Map Design - EVENTS

Without a doubt, the use of events in both Stronghold and Crusader are essential. From a simple win/loss event to the slightly more complex events dependant on other factors, they allow the map you design to be playable and enjoyable by those that downloaded your file. Firstly, I would recommend this thread, from our Mapmaking 101 section, composed by Ztolk. It gives a general overview of how events work and is a great place to start. It is also worth looking at the link he has provided to a Course on Programming Scripts by Ultima_Spock. He has spent a great deal of time looking into this and makes interesting reading.

In addition to this, you may wish to take into consideration some other factors. The use of events, when utilised correctly, can add a tremendous amount of enjoyment to a map. Likewise, they can also ruin gameplay. Below are a few points worth remembering.

Think about the scenario you are designing. What do you hope to achieve? Is your map to be economic-based, with a number of win-criteria to be met? Is it an invasion, where you must defend a castle against multiple waves of attacks? Or how about a combination of the two - sometimes referred to as an ecovasion within the forums? For each of these possibilities, the use of events can add spice to the scenario. As well as meeting, say, a stone amount objective, you could add in a few bandit invasions that would more often than not target the stone quarry and force you to rebuild. By adding the tree fungus event in a scenario where you need to build a wooden fort and manufacture weapons from planks of wood, you could place an extra burden on the woodcutters as they search for raw materials. These can have a spectacular effect in scenarios where time limits are set, especially within the confines of an economic map. You can create an impact on your popularity by scheduling both bandit attacks and plagues, for example, to the extent that popularity may start to fall quicker than your positive aspects (religious coverage, ale coverage, etc) are hit hard.

With invasions, which are in themselves events, try different methods of getting the AI to attack you. Rather than have one large invasion of, say, 400 troops, try to break it up into 4 separate invasions of 100 troops and see how the map plays. It may play slightly differently, but give you the effect you want. Some of the downloads available here have very large invasions to deal with over a period of time, as a result of the above method - smaller invasions spread out over a period of time, but sufficient in size and frequency to ensure you are kept on your toes.

The biggest piece of advice that many, many forumers have given about events is to playtest. It is wise to run through your map a number of times, tweaking and correcting if required, before submitting your map to the downloads section. Probably the second best bit of advice is to download and play as many user-submitted maps here as you can, to gain ideas on what you can and can't do, what works, what doesn't, but also what works for you.


Section 4: Better Map Design - LANDSCAPE

There has already been a large number of threads about landscaping posted within the Scenario Design forum, as map makers continue to research and develop techniques within the editor. This section is designed as a reference point for some of the most valuable and frequently asked questions, which will hopefully give new and old map designers alike a useful guide.

It needs to be stressed that there is no right way or wrong way to design terrain, and what follows are thoughts, ideas and interpretations that people feel works for them.

First off, a link to a series of articles by Lord Yoshi, who has spent a great deal of time preparing work and offering advice in this area. These basic but very useful tips are from a personal point of view and ensures that careful attention to detail, with a set plan, will allow you to recreate stunning effects within the editor. Visit Yoshi's School of Map Design via his own site here, and check out the section entitled 'databank'. In addition to Stronghold tips, he has recently brought together his ideas on Crusader.

Good landscape design for both games takes a little time, and it will help if you have an idea, even rudimentary, on what you want the finished terrain to look like. To make things easier, I have split the section into two. Therefore, separate sections are available for both Stronghold and Crusader

Stronghold Landscaping & Terrain Modelling

RIVERS, STREAMS AND LAKES

When deciding to place a river or stream as part of your map, there are a couple of very basic, yet critical factors to remember, if you want to achieve a realistic effect. Put simply, water will always find the quickest and easiest way to get from top to bottom. Bearing this in mind, try to place rivers in a natural environment. Look at your map... where (if any) are the high ground areas going to be? How would the river flow in nature? River terrain looks messy if applied to steep river banks or placed half way up hills as you sweep the brush around the map. Most rivers will have some degree of current and when it comes to bends, deposit sediment and pebbles on the inside of banks, where the flow is slower. Small areas of land on the inside of bends gives this feeling of sedimentary deposit well. In slower moving rivers, for example nearer to river mouths, the capability of water to hold large volumes of material decreases and this material is deposited in the form of deltas. Large, meandering rivers can be made to look realistic by using the method used on river bends... small, mainly elongated strips of grass terrain reflecting these deposits.

Higher up near the rivers' source, the flow is less in volume but quicker. On higher terrain, small streams, babbling brooks and waterfalls look extremely impressive, as do springs, which can be easily done either by disguising the source of a spring with rocks, shrubs and/or trees, or allowing the spring to appear between two different levels of plain.

On the lowest terrain, it's an idea to place trees next to rvier banks, along with the occasional stone or boulder. Shrubs also work equally well in making the river more of a feature.

One tool item that is sometimes overlooked is the ford tool. Used to allow troops and units to cross the river, it can also be used sparingly in both rivers and lakes near the edges of the water to give the effect of stones just underneath the surface, or rock pools if you have a small pond.

Lakes follow similar rules as rivers in terms of decorating them. Raising the surrounding terrain slightly around a lake really gives the idea of depth to a map. You can also recreate wetland without using the marsh effect by using the very smallest brush size and, with river terrain selected, drawing small streams and waterways leading from a main body of water. Try to make this main lake as irregular as possible in terms of shape.

The sea terrain tool can also be used for rivers, especially for coastal settings where the river meets the sea, or where you don't intend to have water on any terrain other than lowest.

HILLS, MOUNTAINS AND CLIFFS

The preset terrain levels, low, medium and high, are useful if your map involves extensive building, but can look a little out of place in other areas of your map. Whilst flat plains can look effective, they need disguising by additional features such as trees, shrubs and rock to avoid blank areas of landscape. A great effect, that of rolling hills or undulating terrain, can be easily achieved. In areas that aren't crucial to your map design, a rugged landscape can add real atmosphere. An easy way to do this is to use the second or third smallest brush size, and place areas of different terrain heights around the map. Then, using the equalising tool in the same size, blend the terrain together until you are happy with the result. Don't forget to raise or lower the terrain in areas where you want more of a contrasting effect. Small areas of cliff face need not be equalised, but can be used to reflect outcrops of the parent rock (the rock type below the soil surface) and further enhanced again by careful use of stone and/or boulders.

If you are creating larger areas of raised terrain, a large brush size is naturally better for speed. For the more intricate details, stick to the smallest brush size possible, for it is this that will give you the best results.

For mountainous areas, it can be difficult to achieve within the limits of the editor. However, basing the whole of our map on terrain ranging from high to low can combat this limitation and provide more than acceptable results. Small pathways and larger rock outcrops adds the atmosphere element, along with pine trees and shrubs/bushes.

The default effect when placing blocks of terrain produces the cliff look, and can be used to ensure that the AI follows specific routes around the map. Cliffs can be made to blend in by placing rocks and boulders at the base, imitating the weathering effect of ice and water as the rock shatters... known as weathering. Also try to blend rolling terrain with cliffs for a more subtle effect.

SHRUBBERY AND VEGETATION

One of the greatest features of Stronghold allowing you to make great looking landscapes is the range of bushes and trees. They can take a map and transform the design. Equally, they can also ruin what could be a great terrain if they are placed incorrectly. By this, I mean clumsily or not in keeping with the landscape itself.

It's widely recognised that the pine tree looks better on higher terrain, by coastal scenes or by lakes. The oak and chestnut trees are equally effective lining the route of a river or for creating a thick forest. Birch is much lighter in density and i've found that this works well in marshy areas or light woodland, but usually interspersed with other tree species. Rather than clump them together, try to feather the effect, placing fewer trees the further away from your wooded area to give the impression of a forest.

Shrubs and bushes look perfectly suited in between stones in a rocky outcrop, especially on higher terrain. As rocks weather, they release minerals into the soil. Rocky outcrops also provide shelter from the wind and these factors are reflected in nature. Try the same with your shrub placement.

Lining the banks of a river or lake with shrubs (interspersed with trees, as above) works too. In fact, there isn't any specific area on a map where shrubs don't, or can't, look good. Try to avoid large clumps of single colour that end abruptly, a more random placement seems to be more in keeping with the natural look.




3.0 Scenario Design and Eye Candy
No
Eye Candy Trick
Author(s)
3.1The Pyramids Ztolk
3.2RoofsZtolk
3.3Bridgesthurdl01 and others
3.4Stockpile Tricks By Inquizative_HTS
3.5Scenario LockingSSSI_Gordon Farrell
3.6"Palistone" WallsIrishStag
3.7Paved Roads SSSI_Gordon Farrell
3.8Town

Plaza

SSSI_Gordon Farrell
3.9PoldersLord_ako
3.10Secret PassagesJayhawk
3.11Drawbridges AnywhereLink posted by aubergine
3.12Cow farmYoshi

4.0 Screenshots by Designers

Above and beyond articles on how to create various elements, several of our core of designers and posters have created galaries of ideas they have had, and screenshots of them. In these cases, I have acredited the thread to the designer who first started it, though often other designers have done variations on the theme. That's the power of this section, and why it has been given its own category, these ideas are all stepping stones, suggestions of where the editor can go. It's up to you to figure out how to do it better. Within each order the threads are presented in no order other than the one I found them in. If you feel you have been left out of this section (or that a thread has been left out), let me know in a reply, and if you really want to help me out, provide the URLs for your threads so I don't have to go a'hunting.

4.1 Lord_ako

Water shrubs (Long a quest on the forum, and we get closer all the time)
Good watermill
"New" keeps
Cloisters and oil pools
Improved houses
Ship, v1
Ship, v2
Haystack
Tournaments:
Jousting
Lance
Archery

4.2 aubergine

The polo match
Command Post, Small Buildings, Tunnels, Mines...
Life on Mars
Bits and Pieces:
Part One
Part Two

4.3 Yoshi

Yoshi's screenshot gallery (Including the "Magic Box")

4.4 xXLord EcKXx

Throne Room
Combat Arena
Prison

5.0 Other Links

These links will go to discussions in other parts of the Stronghold Heaven discussion board (marked "Discussion"), to other parts of Stronghold Heaven (marked "SH"), and to outside sites (marked "Outside"). This will also include links to currently active scenario design, and related contests being run by this and affiliated sites.

Main Stronghold Site: http://stronghold.godgames.com (outside)

The Editor: http://stronghold.heavengames.com/maps/ed1 (SH)

Mapmaking 101: http://stronghold.heavengames.com/maps/index_mm (SH)
(Includes more in depth presentations of some elements first explored in forum posts)

Places that host images for free
Free Website Hosting
Tripod also is a free host
Image Station
Free Picture Hosting
100Megs
It's My Site.com

You'll need to figure out if they allow linking of images.

[This message has been edited by Sulis (edited 06-18-2003 @ 10:47 AM).]

Replies:
posted 01-29-02 20:53 EST (US)     1 / 144  
Good work! Every SD forum needs one of these. This deserves a sticky.

Ztolk
Stronghold Heaven Cherub
posted 01-29-02 22:30 EST (US)     2 / 144  
Well done!

Brave Sir Robin
Expert combiner of official Stronghold art.
Knavish Knave of Knavery, The Tragedie of BSR.
Scenario Designer and Member of Tsunami Studios.
Head of The Tsuniversity

posted 01-30-02 01:30 EST (US)     3 / 144  
Now this is great...
posted 01-30-02 01:35 EST (US)     4 / 144  
I think you are right, this does deserve a sticky Thanks thurdl

If anyone has anything else they think should be included please post it and either thurdl or one of the moderators can alter the original post to include it.

posted 01-30-02 07:23 EST (US)     5 / 144  
Well, I just thought that the reason these tend to fail on other SD forums is they're not started at the same time the forum is. Hopefully we can keep this up to date, and there were relatively few topics that needed to be included on the initial creation, so it was easier to make.

[EDIT] Oh yeah, I remember what else I was going to say: I called 1.1 an "Informal greeting," since I am, not technically affiliated with Stronghold Heaven, except as a forumer, and thus if Mere and/or Jayhawk want to give a more official greeting, I'd be glad to put it in the place of mine. [/EDIT]

[This message has been edited by thurdl01 (edited 01-30-2002 @ 07:25 AM).]

posted 01-30-02 08:38 EST (US)     6 / 144  
This is a great idea. You're right Thurdl. One of these was tried in AoKH, however, as you stated, it failed because it wasn't started at the outset of the Forum. I think this is a great reference point.

::Runs to find more stuff for Thurdl to pack into the Compendium...::


Inquizative - Founder of:Tsunami Studios
Come visit my RTS Projects Site
posted 01-30-02 09:02 EST (US)     7 / 144  
I think (hope) I found all the eye candy and general design discussions that have been had so far, but I am definately open to expanding the FAQ at this point. (And, of course, let me know if an answer is wrong/incomplete)

[This message has been edited by thurdl01 (edited 01-30-2002 @ 09:03 AM).]

posted 01-30-02 10:12 EST (US)     8 / 144  
Great! Now I can do the same thing to this thread as I did to the expansion thread ;.

Wait for a day or two and you'll see this thread filled with new stuff!

posted 01-30-02 10:39 EST (US)     9 / 144  
Super idea and well done

Hanarky

posted 01-31-02 07:28 EST (US)     10 / 144  
Neat, thrudl.
Of course we shall be linking various stuff to and from the articles on the site as well

Note the ALT+@ is sometimes ALT+` (tilde key)and needs to be hit on the Edit Scenario screen (i.e. where you set building availability.)

ALT+D needs to be hit on the map itself and will show two overlays (one after the other as ALT+D is hit).

The one will show numbers differentiating various heights. The other will show white connecting areas that can be accessed by your troops.

This is useful when you need to see if a location can be reached, or an enemy castle is 'impregnable'.

There should be a thread with sprite limits, possibly yoshi's (?) tree thread.


Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 01-31-02 11:41 EST (US)     11 / 144  
Jayhawk, what tree thread are you talking about? I can't remember making any threads about trees...I think it was Inquizative who made that thread...??

2.4 says that peasants do not appear in the editor. Well, they do appear, but you just have to disband military units and have a keep.

And don't forget that thread about castle ruins or the change map tricks (there were some threads about this), the three MP colours in single-player and that stuff...

And the different wall sizes:

Funny that there are two threads about house mothers! Better answer this in the FAQ, too.

And the iron mines!

And the invasions!

[This message has been edited by lord_yoshi (edited 01-31-2002 @ 11:45 AM).]

posted 01-31-02 12:16 EST (US)     12 / 144  
Hmmm, house mothers fall under the same answer as villagers, right? If so, I might just change the question around.
posted 01-31-02 12:28 EST (US)     13 / 144  
Update Report: January 31, 2002

I plan to just jot down these little update reports, and if the thread is updated by one of the mods, if they could do so as well, just to keep track of the history and point out changes.

ADDED:
Section 4.0

EXPANDED/EDITED:
Question 2.3
Question 2.4

DELETED:
N/A

[This message has been edited by thurdl01 (edited 01-31-2002 @ 12:28 PM).]

posted 02-01-02 04:06 EST (US)     14 / 144  
lord yoshi
How did you get the lower than normal walls?

:: is befuddled and bewildered ::


Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 02-01-02 04:09 EST (US)     15 / 144  
PS, thurdl, it's peasant, not pesant

Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 02-01-02 07:15 EST (US)     16 / 144  
Looks like it says peasant from where I'm sitting...
posted 02-01-02 07:25 EST (US)     17 / 144  
Good

Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 02-01-02 10:47 EST (US)     18 / 144  
Lower than normal walls? I'm sorry. It's just that I always think people know how to do these things, because they're so obvious to me.

Use those special rocks in the features. You can lower wall sizes with those rocks. There are actually more wall sizes since you can "custom walls" (Raise land and then place the wall).

My stockpile bridge had 1/2 walls.

posted 02-01-02 10:53 EST (US)     19 / 144  
I'm not seeing how to lower walls with special rocks...
posted 02-01-02 15:15 EST (US)     20 / 144  
Very well done Im impressed

"The way to a man's heart is through his ribs."

Please help the heaven community, please donate

posted 02-02-02 03:16 EST (US)     21 / 144  
Higher ones have never been a problem for me, but I'll have to experiment with the lower walls.
Thanks...I think...

Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 02-02-02 05:05 EST (US)     22 / 144  
Hehehe

Brave Sir Robin
Expert combiner of official Stronghold art.
Knavish Knave of Knavery, The Tragedie of BSR.
Scenario Designer and Member of Tsunami Studios.
Head of The Tsuniversity

posted 02-02-02 08:08 EST (US)     23 / 144  
Placing rockes (in the bottom right section of the map features menu) on top of pre-existing walls makes them shorter.

Ztolk
Stronghold Heaven Cherub
posted 02-02-02 10:59 EST (US)     24 / 144  
Got it!

This brings a whole new dimension to thurdl's idea.


Angel Jayhawk
EyrieCaesar 4 HeavenChildren of the Nile HeavenStronghold HeavenCaesar 3 HeavenEmperor HeavenPharaoh HeavenZeus HeavenMy Deviations
Support your local HeavenMy RecommendationsEXCOHALO
I believe violence will only increase the cycle of violence. — The Dalai Lama
posted 02-02-02 12:42 EST (US)     25 / 144  
I'm such a fool! First I completely forgot to tell how to do those small walls, then I just tell what tools to use and not how to use them.

I'm writing an SD article called "Yoshi's Castle Design Philosophy" which will introduce a zen-style (simplified) architecture, which I will post one day.

Btw, should new tricks be posted here or do you have to make a new thread about it first?

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