This looks great! QOL improvements are always a welcome addition to any editor. One small suggestion I would request/recommend: At the top of any TS map, there are 3 cells that are visible, but also impassable. An option to see these cells would help immensely for map planning.
The only thing what I loved about Dawn of the Tiberain Age is: You can play either GDI and Allies. You got urban structures rather than seeing the same old country villege from the original Tiberain Dawn. Extended bridge gap. New units. Strong Commandos!
It would be an excellent idea to add more sides to the game so it comes to life, with only GDi and NOD the game is a bit limited: Mutants and Civilians would be a good idea to add to the game. #TiberianSun
It has full support for scripting, and provides a more efficient user-interface for that than FinalSun. Check out our full news-post at ModDB for a bit more information: www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/introducing-the-dta-scenario-editor
We think it's better to just open the map with Notepad (or another text editor) for such rules INI edits, especially when such a stat editor would need to be a general INI code editor, as the potential pool of scenario specific ideas is infinite and we can't just have a list of all possible options that the mapper would want to add. Manually applying rules INI edits to the map has a small learning curve, but worth it as there's no way we could make editors that are more efficient at it than dedicated text editing tools like Notepad++.
It handles tunnels better than FinalSun. The editor has a preview for tunnels and you can draw various tunnel shapes, not only straight tunnels like in FS.
This looks great! QOL improvements are always a welcome addition to any editor.
One small suggestion I would request/recommend:
At the top of any TS map, there are 3 cells that are visible, but also impassable. An option to see these cells would help immensely for map planning.
That's a good suggestion. Implemented!
Dude this is really good.
How awesome is this!!
generate autumn, generate dirt, generate animated water...
only left is, generate random map. This is really a time saving editor. Nice job.
Cannot wait for this.
dude. this is absolutely enormous. it's not what i expected, but it's such a gigantic improvement to mapping! really REALLY impressive effort!
The only thing what I loved about Dawn of the Tiberain Age is:
You can play either GDI and Allies.
You got urban structures rather than seeing the same old country villege from the original Tiberain Dawn.
Extended bridge gap.
New units.
Strong Commandos!
Holy moly this is much more better
It would be an excellent idea to add more sides to the game so it comes to life, with only GDi and NOD the game is a bit limited: Mutants and Civilians would be a good idea to add to the game. #TiberianSun
DTA has the Allies and Soviet in addition to GDI and Nod, so we already have 4 factions.
sweet this replaces final sun?
Yes!
@@DawnOfTheTiberiumAge Noice! Finally an improvement
Looking good! Does it also provide support for scripting missions, or is it for now limited to creating skirmish maps?
It has full support for scripting, and provides a more efficient user-interface for that than FinalSun. Check out our full news-post at ModDB for a bit more information: www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/introducing-the-dta-scenario-editor
Fancy!
Is there an in map unit stat editor for scenario specific ideas, like the nuke mammoth tanks? TIA, incredible work.
We think it's better to just open the map with Notepad (or another text editor) for such rules INI edits, especially when such a stat editor would need to be a general INI code editor, as the potential pool of scenario specific ideas is infinite and we can't just have a list of all possible options that the mapper would want to add.
Manually applying rules INI edits to the map has a small learning curve, but worth it as there's no way we could make editors that are more efficient at it than dedicated text editing tools like Notepad++.
How does it handle tunnels? I've tried map making once, and in FinalSun it was such a pain to get a tunnel working that i eventually just quit.
It handles tunnels better than FinalSun. The editor has a preview for tunnels and you can draw various tunnel shapes, not only straight tunnels like in FS.
Hey, how do i place player spawns on the map?
If you're talking about the map editor, click the "Place Waypoint" button and then place waypoints 0 up to 7 for players 1 to 8.