Thanks for the positive feedback guys. I'm not sure I feel more inspired but I definitely feel more pressured, either way I am still plugging away and that is a good thing.
Remember - terrain deviation is your friend! small ditches and micro gradient changes especially in the dense wooded areas is what makes infantry combat so interesting I think in the woodlands.
Yes I am very familiar with the Random/Smooth combo. Funny story in fact. When this map was at maybe 10% WIP, I proceed to cover the entire 2km x2km with a smooth brush size of maybe 3-4. This took me two evenings(+12 hours) to complete this. This is the first time I have ever suffered hand pains from using a mouse. Anyways I then discover a "wall" on the last row of pixils on my map. No matter what I do I cannot lower this wall. Soon I am unable to compile the map in order to view the changes ingame. I spend the next
2 days(+16 hours) trying to package the map. Now remember I am still a total BF2Editor noob, so really I don't have a clue what is going on. I will say that this persistance of banging my head against this wall is what pushed me over the editor's "learning curve". Patience is more than a virtue and thinking things through
before you execute them will save you many hours of pain when working with the editor.
To finish this rant, I eventually came to the conclusion/assumption that I had gone too hardcore breaking up the terrain and the editor could not handle it. I pulled up a backup heightmap with the original unpocketed terrain(which did not have the wall at the time) and resumed mapping. Only later did I learn(thanks to Richy) that my "wall" was a result of my
Surrounding Terrain and thus had nothing to do with my random terrain adjustments.
So yes Fuzz, I will massage the terrain but not for a long time. I need a break from that job and also I would rather just do that in high traffic/combat areas instead of the entire map.
Also guys, please drop the faction debates until I at least propose and layout my storyline. Then you can rip it to shreds and we can see where this map will best fit.