View topic - Going to be closing the book on desert valley.



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PostPosted: 09 Oct 2011, 19:30 
Evolution RTS Developer
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Yeah I'd appreciate an EVO config, features in EVO are fairly significant because they provide cover. The old dv had bushes lining the main path that were awesome for ambushing. Sry my phone keeps capitalizing evo


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PostPosted: 09 Oct 2011, 20:04 
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well, I cam always let you do the feature placement on it with a prerelease version, send me your feature def, then I can include the alternate feature config in the release...

that way evo can have a feature layout that better suits what you.


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PostPosted: 09 Oct 2011, 20:09 
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you could also have featureplacer read a config from the modfolder if there is no (fitting) config in the map.


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PostPosted: 09 Oct 2011, 20:17 
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Thought about that but then it would get into issues of mods containing feature defs for versions of maps. Say desert valley version 12 vs this one, 12 is a 20x20, this one(currently 15) is a 24x24


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PostPosted: 09 Oct 2011, 21:14 

Joined: 29 May 2010, 22:40
smoth wrote:
dansan wrote:
Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
not sure. let me do a con vehicle for you.
Thank you. I think it will become difficult for vehs to exit S-W bay, once there are three mex and a solar. Would it be possible to make the ramp that closes the bay for vehs (and is open on the S-E side) a little bit shorter, so that more vehs can pass?


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PostPosted: 09 Oct 2011, 21:22 
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just to add those ramps would be 16 hours of work, and make the map look less natural.

care to draw on the map where you want them and I can see about it?


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PostPosted: 09 Oct 2011, 22:28 
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Well, you could always decrease the height of the map a bit to open passages for vehicles, assuming that you define height via mapoptions and assuming that you apply mapoptions according the mod.

Whatsoever, I think that vehicle passability isnt really that big of deal. Theres still lot of room to maneuver for them and considering that map is 20x20, vehicles are still viable tactic because of their speed.

And just to remind you smoth, BA folks aint the only one here. Actually ZK people are playing your maps more than them.


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PostPosted: 09 Oct 2011, 22:35 

Joined: 29 May 2010, 22:40
oO - I didn't know it was so time-consuming!!
I made the pic, so you know what I mean, but IMO it's not worth the work-time, because the person(s) in that corner just have to be a little attentive, and (in BA'ish game) choose kbots... or if they go veh, just not build the moho-mex, and s/he/they will be fine.
My idea was to make the part marked "not passable" shorter, and the "passable" part longer :) but as I wrote: never mind.


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File comment: S-W quadrant
desert_valley_veh_exit.png
desert_valley_veh_exit.png [ 325.49 KiB | Viewed 460 times ]
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PostPosted: 09 Oct 2011, 22:37 
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It is doable. I thought you wanted actual ramps on the cliffs which is a whole other bag of suffering.


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PostPosted: 09 Oct 2011, 22:58 

Joined: 29 May 2010, 22:40
great :)


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PostPosted: 09 Oct 2011, 23:29 
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it'll probably still be another 10-12 hours(I will have to redo the splat maps) and then build the texture. so don't expect that part to change but if you guys think of anything else, I am not starting the texture build until 8pm cst so I am around until then.


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PostPosted: 11 Oct 2011, 21:53 
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this book just keeps on opening


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PostPosted: 11 Oct 2011, 22:08 
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I have not finished it yet. I stopped working on it for a bit to focus on work related stuff IRL. "the book keeps opening" is an incorrect statement as I didn't do the release yet. I am not sure of the point of your post. Do you have any actual feedback?


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PostPosted: 14 Oct 2011, 03:58 
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http://www.smoth.net/files/Grts_desertValley_15.sd7

Not a release but I wanted to give you guys a file to take a look at.

forb, if you want to do a feature def. this will be the release version, I just want to give some of the ba guys a chance to:

A: try the metal spots out
B: try the metalspots widget out.

important thing: I fixed a few issues with the metal spots widget and added some randomized gfx so it won't be teh same spot over and over. The spots images will be redone later.

anyway do take a look.


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PostPosted: 14 Oct 2011, 04:47 
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doesn't show up in the map list


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PostPosted: 14 Oct 2011, 04:54 
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Umm forb, really?


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PostPosted: 14 Oct 2011, 04:55 
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Don't know what happened try extracting it?


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PostPosted: 14 Oct 2011, 04:55 
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shows up for me. "Desert Valley 15"


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PostPosted: 14 Oct 2011, 07:53 
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You didn't preface it with GRTS. My bad.

I love it. Don't like your metal textures much for this desert climate (prefer mine), but for green they would look nice. It will be nice to finally have a usable blueprint template.


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PostPosted: 15 Oct 2011, 23:06 
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sooo ba people, I need that feedback if you could be so kind.


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