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It's real...it's Bekibekibekistan!

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The problem was that it contained a lot of custom artwork. We have ideas how we can make that work in the future, but in the end we were running out of time to get that implemented before the release.

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Necro'ing an old thread.

 

I love this map, and use it frequently for my COIN themed missions.

 

Now that 4.0 has the added ability to set map annotations, I think it would be worth revisiting and possibly updating. If Cata isnt willing to do it, i'd certainly be up for it. 

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I've already started the conversion. I'm about 40% complete with map markings based on the map posted by Cata, and slowly looking to replace some of the buildings with the new 4.0 middle eastern buildings. 

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On 31/08/2016 at 1:56 PM, Apocalypse 31 said:

I've already started the conversion. I'm about 40% complete with map markings based on the map posted by Cata, and slowly looking to replace some of the buildings with the new 4.0 middle eastern buildings. 

 

 Looking forward to seeing your results :) This looks like a great map.

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Oh friggen wow 
love the road signs  and should always be added to scenario maps .

where can we down load this?
I want to go for a joy ride :)

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Once that the new terrain engine will make it your way - not next week, but later this year - there'll be suitable subdirectories in map-specific folders.

All future maps will receive their own folder, which should make handling equally convenient (rather than handling a file you'd handle a folder, but otherwise it's not terrifyingly different). One of the options is to have custom artwork included with the map, so you don't have to apply a mod that changes the terrain-specific artwork in every map.

 

Our implementation of this feature was a direct result of the initial work that had been poured into this project, so you can thank Cata for this (...and our programmers, of course). :)

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4 hours ago, Ssnake said:

All future maps will receive their own folder ...

 

Wow that's a bunch of folders (once all the existing maps are replaced). :)

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Maybe, but it's offset by the "height" and "terrain" folders going away, and all the individual files that they contain. Plus, you will be able to install them in a location other than C:\ProgramData. In fact, the maps will come with a separate installer which should help both in disk management, and when updating the software without touching the maps.

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We'll have to compromise on that one. For a while, the old map editor will have to do (with a few new features).

At a later point - much later than planned, I'm afraid to say - we'll replace the integrated editor with a standalone program, and to be honest, I'm skeptical that we'll still see it before version 5. BUT: The new terrain engine will come with adequate support, feature-wise, to take advantage of some new capability. The focus is on what you need to convert legacy maps, and to improve them.

 

All that, however, is something to discuss in June. Before that we'll have another update for you. I'm currently working on the Release Notes.

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I for one love the ability to fight battles from within the editor, testing out both sides, seeing battles unfold from both sides. Double checking things on the fly.  I'll miss that feature if you take it away from us with the  stand alone editor.

 

Los

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I'm sure he was talking specifically about the "map" editor, which is separate from the mission editor.

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