Search found 1839 matches
- 15 Apr 2010, 01:14
- Forum: Map Creation
- Topic: DSD T1 ONLY
- Replies: 51
- Views: 5182
Re: DSD T1 ONLY
let people play whatever they want
- 10 Apr 2010, 13:08
- Forum: General Discussion
- Topic: Author Spring RTS Book-Packt Publishing
- Replies: 119
- Views: 11301
- 08 Apr 2010, 20:39
- Forum: Off Topic Discussion
- Topic: Beherith
- Replies: 55
- Views: 6254
Re: Beherith
you seem to want to say something negative about moderators dicks pretty badlySpawn_Retard wrote:so how are we allowed to make threads on stroking moderators dicks, and not allowed to say anything negative about them
- 08 Apr 2010, 20:33
- Forum: Map Creation
- Topic: DSD T1 ONLY
- Replies: 51
- Views: 5182
Re: DSD T1 ONLY
This is quite hilarious. For the beginning, why would you do something that is already made and in a lot of sensible way? On the other hand, why would you make the map/mod/ripoff if you are not a "hoster?" How would you host your unique and brilliant mod then? Who would host/or make an au...
- 08 Apr 2010, 09:11
- Forum: Map Creation
- Topic: DSD T1 ONLY
- Replies: 51
- Views: 5182
Re: DSD T1 ONLY
host a game or convince whoever is hosting to change the rules
- 08 Apr 2010, 07:17
- Forum: Off Topic Discussion
- Topic: Beherith
- Replies: 55
- Views: 6254
Re: Beherith
what is my jointime
- 07 Apr 2010, 09:33
- Forum: Off Topic Discussion
- Topic: What are you listening to?
- Replies: 1363
- Views: 331164
- 07 Apr 2010, 08:23
- Forum: Off Topic Discussion
- Topic: Beherith
- Replies: 55
- Views: 6254
Re: Beherith
the main problem with the grass is the scale. a single blade of spring grass is comically huge. really the best lookin grass is from a masked texture placed on flat 2d planes. crysis has some good examples to follow http://www.crysis-online.com/asset/r/news/160/2vd0hs7.jpg http://www.crysis-online.c...
- 06 Apr 2010, 18:56
- Forum: Off Topic Discussion
- Topic: Beherith
- Replies: 55
- Views: 6254
Re: Beherith
Behe pwns at BA, mapmaking, scripting, and forum diplomacy
- 06 Apr 2010, 03:39
- Forum: Map Releases
- Topic: New Map - Downriver v1
- Replies: 31
- Views: 3298
Re: New Map - Downriver v1
In all honesty, I like bland maps because it allows for more concentration on the units and gives the units more of a boldness. Noisy maps with lots of different textures and small details make a map look very pretty, however, in terms of gameplay, it can get a bit cluttered and just give a player ...
- 05 Apr 2010, 05:04
- Forum: Map Creation
- Topic: New 3 Way Map [ COMPLETED ]
- Replies: 46
- Views: 5846
Re: New 3 Way Map [ COMPLETED ]
http://recoilrts.org/replays/ Cool, you should put them on replays.adune.nl so other folks can watch if they want. I really appreciate the fine detail applied to the heightmap. Extensive use of shallows, lots intricate kbot paths, etc. A bit porcy, but this is to be expected with ocean and ocean me...
- 05 Apr 2010, 03:32
- Forum: Map Creation
- Topic: New 3 Way Map [ COMPLETED ]
- Replies: 46
- Views: 5846
Re: New 3 Way Map [ COMPLETED ]
Does anyone have a BA replay of this map? I'd like to watch a game on it
- 01 Apr 2010, 09:19
- Forum: Map Creation
- Topic: Houses galore! Fixed v2
- Replies: 40
- Views: 4190
Re: Houses galore!
yuessssNoruas wrote:Reminds me of Ultima Online.
uo, 1997-1999. RIP.
- 01 Apr 2010, 07:47
- Forum: Map Releases
- Topic: New Map: Western FrontierV2
- Replies: 20
- Views: 3614
Re: New Map: Western FrontierV2
too many trees, the trees are nearly the same color as the grass, and they are taller than your mountains
i bet the first version played well...good incentives for both tanks and bots. bots get over the hills easily but tanks are best when behind enemy's front lines
i bet the first version played well...good incentives for both tanks and bots. bots get over the hills easily but tanks are best when behind enemy's front lines
- 26 Mar 2010, 02:58
- Forum: Map Creation
- Topic: New 3 Way Map [ COMPLETED ]
- Replies: 46
- Views: 5846
Re: New 3 Way Map WIP
pretty interesting, i was thinking about making a 3 team map very similar to this one. hell yeah use the water trick. you get the overhead camera inside of a mountain to see the color of the edge of your map without the water changing it, then just eyedrop the color in your paint program, look at th...
- 26 Mar 2010, 02:55
- Forum: Map Creation
- Topic: Snow ball rocks
- Replies: 8
- Views: 2047
Re: Snow ball rocks
i said something about this and people thought i was crazy.Hobo Joe wrote:All I remember is really really hating the meteor maps in OTA. There weren't nano towers back then.
idiots!
- 25 Mar 2010, 17:31
- Forum: Map Creation
- Topic: .:New Map (by Smoth):. Gunmetal Harbor
- Replies: 39
- Views: 5876
Re: .:New Map (by Smoth):. Gunmetal Harbor
Lots of work and it was worth it, looks great. Glad the waterabsorb is properly set
- 17 Mar 2010, 05:11
- Forum: Map Creation
- Topic: Spring version of Anteer Strait
- Replies: 67
- Views: 8080
Re: Soon to be released: Anteer Strait
Here is the release candidate: only problem is that the ground just above waterline gets coloured blue, I think it's something that the mapconverter does. Should I use any of those million parameters (in nvdxt2.exe) to adjust this? Here is a picture: http://img20.imageshack.us/img20/5906/anteer3.pn...
- 14 Mar 2010, 19:51
- Forum: Balanced Annihilation
- Topic: BA appearance and animations
- Replies: 15
- Views: 4847
Re: BA appearance and animations
innit m8
- 14 Mar 2010, 05:16
- Forum: Map Creation
- Topic: Sea map
- Replies: 23
- Views: 2972
Re: Sea map
Looks good but I have a concern Therefore, all the decor that I put will be underwater and will not cause any silly pathing issues. What about sea floor buildings such as BA underwater fusions/storages/etc? Seems like they will either be inside the meshes or floating unless the heightmap approximate...