Ciaphas,
I didn't see it as arrogance, you thought you saw an opportunity that never existed from my position. Which I hoped with my third terrain now posting pictures with construction commentary, the community had gotten the message to enjoy the show and not opine expecting me to jump and do what they demanded or implement their ideas for the perfect AH3 terrain. Amazingly with the first two terrains I was treated like I did something terribly wrong to the opiners and by them as proxies, the community, because I was not allowing them collectively to force their opinions to take command over my production and be their unpaid construction drone.
Here in the forums if someone posts something like this, some have automatic opinions and believe their opinions are the icing on the cake, and superior to anything the owner of the post could imagine or ever create. And so far, none are willing to go through all of the effort and trouble I have to reach this point as a content creator for our game. But, they will interject themselves at a convenient opening to opine in a less than warm manner, that "somehow I am a bad person" for creating content and posting the ongoing results without allowing them creative control at any juncture they want to take over.
As always my response is please, if you have a superior idea to mine, create "your" terrain and show me a superior way of doing this. You can contact Easyscor to help you get started and access to the latest manual which Easyscor and Greebo worked on for all of us during the alpha\beta testing of AH3. As I stated to Buckshot, if you don't want to purchase a copy of L3DT, I will help you create a heightmap file to get your basic land and ocean setup in the terrain editor with a single file import.
Here is a tip from my testing it on my last terrain. Too many GV spawns to a single target is not guaranteed a GV combat turn out as fewer do because of the way our tank combat takes place across all terrains. You can look at buzzsaw for an excellent test case which I tested on my last terrain. Less combat takes place in an area as the numbers of spawns go up. The exception is a high value target like a port because it's not only a port but the task groups assigned to it and it's a very vulnerable target hosting so many valuable assets with no attack aircraft and only a single GV hanger. So more than two spawns makes it a GV attack destination. There is a balance of transit time and distance between spawns and target that is more critical to good GV combat than the number of spawns. Fewer spawns means you have a good idea where most of the bad guys are. And now that I have more experience with micro terrain creation, and more testing of that kind of terrain, the overall micro terrain design really effects GV combat enjoyment more than spawn numbers. So with this current project I have much more work than I experienced with my previous projects and the requisite testing that has to take place with a GV at every single spawn I create.
I have my plate full and post these on going screen shots to show the community how terrains are built, my hopes of inspiring new terrain builders, and to show case Hitech's incredible work because this is a BBS open to the public.
At least with this project it's only been a single person voicing a detracting opinion opposed to the many with my previous projects. This project is already fully designed in a blueprint project file and any changes will either be Hitech requesting changes or he rolls out the train\road\river paths. If you think your ideas have merit, I'll give you what help I can if you want to produce a terrain for the Melee arena.