Joined: 23 Nov 2005, 06:16 Location: Dunedin, New Zealand
Beherith, A solution I thought about, before abandoning lua again for exam study, was drawing a computer grid look like in SupCom or the classic map edge in, I think, AoE2. Both fading to black.
One the potential solutions I thought about was if we could fade like the edge polies 5-10 elmo edge of the map where transitions to transparent as to reduce the harshness of that map border
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
I always favoured the look of old, withered away parchment, including the line "Here might be dragons.." informing about the chickens air born storming.
theory on the cliff edges... i think the current look of the texture is very good; when rain falls on the edge of a cliff like that it washes loose soil and other stuff off the edge and down to the bottom. i would suggest (if possible) to put bushes/sickly plants/small stones at the top, and leave the bulk of the larger trees at the bottom (they would be the ones to use all of the washed nutrients)
ofc it might be one of those alien worlds without rain (or the whole map is one of mossmans nipples)
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
PicassoCT wrote:
I always favoured the look of old, withered away parchment, including the line "Here might be dragons.." informing about the chickens air born storming.
The very first episode of Avatar: The Last Airbender did something pretty neat with parchment maps and 3D Go take a look at the first 3 or so minutes, it might be inspiring.
I think it'd be cool to make a map with flat edges and have the edges fade out onto a parchment to create a neat "living map" effect. Did I explain myself well enough?
why are energy storages always some rather bland lightbulb encased in some rods? Why not ie a flywheel?
maps looks good but high ground should have a different texture from low ground. (i think that would have made many many maps better)
I agree Knorke, I find most "storage" ideas to be too bland and boring. Some kind of large flywheel would be awesome.
The bpowerplant in CT uses two flywheels. The animation is incredibly crude and crummy (it was an early, early animation job of mine) but it stands there as an example if anyone wants it. Doubt it though.
why are energy storages always some rather bland lightbulb encased in some rods? Why not ie a flywheel? Image Image
Well its essentially just a big battery. There's a limit to how interesting it can [or should, imo] look.
Storage is a fairly 'passive' activity, look at a bucket. Compare it to something active, like a pump. The pump is nice and interesting, moving parts, status lights etc while all a bucket has to do is stop the water thats in it from getting all over the floor.
Although a steampunkesque themed mod could do well with flywheels to 'store' the energy (bonus points for varying its spin rate based on energy stored)
Sanada: your example is a powerplant! It's 'doing' something to make that energy so it makes sense that it would have sliding/rotating parts.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
actually a storage can be quite impassive (for example exploding in a chain reaction - or stalling your factorys by beeing astonishing empty)
My Storage is (weak) disguised as the city 17 post-office, and adapts disguise depending on enviroment, so your argument about storage beeing passive is invalid. Also would be cool if storage would spark lightnings when destroyed, damaging raiders. Or Metallstores would spawn temporary metallspots. Would be like a hidden and disguised feature request.
but do those yellow arm thingies wiggle around? the statue on the roof of the building wiggle around? A static building that sometimes looks different != a building with moving parts.
Although ++awesomepoints if you get lightning arcing between the spires which increase in frequency as your storage fills...
wow.. very nice map Behe! it looks so nice that to me, the ramps hurt the eye. They are clearly artificial in nature (due to the form), but there is green stuff on it as if they were natural. Best thing would be, if you can make them look natural (the form), but i think that is impossible. So maybe make them just have earth texture, or concrete or something... i don't like any of these solutions.
Joined: 07 Feb 2005, 21:30 Location: Cheese factory
I think the problem with slopes like that is not the texture but that their incline is constant because you drew them with a gradient tool. Nature doesn't really do that. http://myweb.cwpost.liu.edu/vdivener/no ... lution.gif
It's not the slopes overall shape that's the issue, but just how abruptly it ends, so it doesn't blend nicely with the flats. If the ends were just a bit blurred from being a sharp corner, to more round, the slope overall could retain the straightness. The constant angle is more precise gameplay-wise, your speed doesn't constantly change mid-slope.
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