Search found 8 matches
- 19 Feb 2013, 07:22
- Forum: General Discussion
- Topic: Increasing game rank
- Replies: 8
- Views: 1309
Increasing game rank
So recently I was thinking about joining into some live internet games. However, I ran into a problem when I discovered that of all the servers that were up and running, only six had anyone on them. Half of them were passworded, and anyway they'd been sitting in the state of having one player inside...
- 03 Aug 2011, 18:57
- Forum: Map Creation
- Topic: A much better heightmap...
- Replies: 3
- Views: 1030
Re: A much better heightmap...
How many trees is too many?
I've been tinkering with using static and elevation filters to get a cloud of green pixels that is most dense on level areas with medium elevation, but it's looking a little too crowded. It'd be a good forest, but I'm worried about performance.
I've been tinkering with using static and elevation filters to get a cloud of green pixels that is most dense on level areas with medium elevation, but it's looking a little too crowded. It'd be a good forest, but I'm worried about performance.
- 02 Aug 2011, 22:30
- Forum: Map Releases
- Topic: 8 player symetrical heightmap "Roguh Crown"
- Replies: 6
- Views: 1781
Re: 8 player symetrical heightmap "Roguh Crown"
I personally kinda like the idea of forcing construction to remain only on the outer edge. Despite his bluntness, Smoth has a point. I've been playing with some various approaches to using procedural generation- such as the perlin noise- and I think I may have something that will be far more interes...
- 02 Aug 2011, 20:08
- Forum: Map Releases
- Topic: 8 player symetrical heightmap "Roguh Crown"
- Replies: 6
- Views: 1781
8 player symetrical heightmap "Roguh Crown"
The heightmap features a perfectly circular outer area that slopes into an ocean that surrounds the map, and up to a sharp ring wall. The center is symmetrical rough terrain Right now only the height map is ready. It could work pretty well with a very simple texture. One potential is to simply resiz...
- 29 Jul 2011, 21:16
- Forum: General Discussion
- Topic: Network-based games?
- Replies: 9
- Views: 1596
Re: Network-based games?
I've been trying some Fibre. It's pretty neat, but I found that there's little reason to consider the terrain itself The ground units just charge straight up anything, and you don't need any resources. It'd be interesting if Parts factories had to be built on metal depots, or just produced more part...
- 26 Jul 2011, 02:46
- Forum: General Discussion
- Topic: Network-based games?
- Replies: 9
- Views: 1596
Re: Network-based games?
Wow, I guess I did. Thanks.
- 26 Jul 2011, 00:49
- Forum: General Discussion
- Topic: Network-based games?
- Replies: 9
- Views: 1596
Network-based games?
I keep having this vague idea for a spring game where all, or nearly all, of the units are stationary towers, and what's more, these towers have hierarchical connections all the way back to the commander. Power and metal flows through the network as well- you might have a bunch of fusion cores one p...
- 22 Jul 2011, 20:03
- Forum: Map Creation
- Topic: 32x32 center sea map... needs compiling
- Replies: 0
- Views: 932
32x32 center sea map... needs compiling
I have an elevation and height map put together for a 32x32 map designed to look like natural terrain. It is a circular range of mountains gradually going to a large open sea filling the central third. The shoreline is quite corrugated, with six significant peninsulas. I need help balancing the posi...