Just make the terrain harder. We can do that now.Someone once fired a few shots in front of my gantry, and the coming out krogoth would get trapped and jam the factory. It's just way too easy to trap heavy units in craters right now, and the battlefront becomes too easily impassable.
Any News on New Map Format?
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"Someone once fired a few shots in front of my gantry, and the coming out krogoth would get trapped and jam the factory. It's just way too easy to trap heavy units in craters right now, and the battlefront becomes too easily impassable."
lol!
in seriousness i agree with you but now you map designers can! (although it would more sense if you made different heights different strengths, eg. the higher (mountains/hills) tougher than the lower (grassland, floodplains etc) though beaches should be the weakest (and therefore easiest to fortify :))
lol!
in seriousness i agree with you but now you map designers can! (although it would more sense if you made different heights different strengths, eg. the higher (mountains/hills) tougher than the lower (grassland, floodplains etc) though beaches should be the weakest (and therefore easiest to fortify :))
Well, I love deformable terrain, how it looks, how it can slow down units, how it give a real sense of battlefield.
I'd have to set the map hardness pretty high if I want an immobile XTA krogoth to be still able to come out of the crater he's in after being fired until losing 90% hp. So high that regular fight won't deform the map visibly anymore.
I just wishes someone program it so only the original relief can block units, and so that modified relief can only slow down units.
I'd have to set the map hardness pretty high if I want an immobile XTA krogoth to be still able to come out of the crater he's in after being fired until losing 90% hp. So high that regular fight won't deform the map visibly anymore.
I just wishes someone program it so only the original relief can block units, and so that modified relief can only slow down units.
I like it just the way it is. I think tanks *should* get stuck in holes after being fired upon. The bigger the explosion, the bigger the hole. That's why they get stuck in the first place.
Think of it this way; its a futuristic very heavy, very armored tank. A huge shell hits it/next to it, the tank takes minimal damage from the huge explosion because of its strength but the ground under it can't take that much punishment thus exploding and creating a huge crater. It's only natural that those beasts get stuck in those craters. Remember, real tanks get stuck in mud/holes also... that's why there are kbots :)
Think of it this way; its a futuristic very heavy, very armored tank. A huge shell hits it/next to it, the tank takes minimal damage from the huge explosion because of its strength but the ground under it can't take that much punishment thus exploding and creating a huge crater. It's only natural that those beasts get stuck in those craters. Remember, real tanks get stuck in mud/holes also... that's why there are kbots :)
Maybe explosion formed craters should have a limit on their slope, low enough to be climable slowly by all units.zwzsg wrote:I just wishes someone program it so only the original relief can block units, and so that modified relief can only slow down units.
Alternatively just give tanks and kbots more slope climing abilty, but at greatly reduced speed.
Totally Agree, crater like that : http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1695Maybe explosion formed craters should have a limit on their slope, low enough to be climable slowly by all units.
are unplayable, only fun the first time, and not realistic at all.
Last edited by Torrasque on 15 Jul 2005, 23:26, edited 1 time in total.
Same thing happens with regular factories too - really annoying if you get a crater in your build area =(zwzsg wrote:Someone once fired a few shots in front of my gantry, and the coming out krogoth would get trapped and jam the factory. It's just way too easy to trap heavy units in craters right now, and the battlefront becomes too easily impassable.
Munch
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
That would somewhat beat the purpose of simulation... It's suposed to be a simulation game and when a unit can climb something it's because it is too steep and not because it is defined that it can't climb it that specific part of the map...zwzsg wrote:...
Could you quickly had someting so the map maker have more control over what terrain is passable and what is no? I'd like to make 45° ramps passable, and other part impassable, ...
Although, thinking of it, there could be areas where the combination of steepness with the type of terrain could make an exception of unclimbable terrain... But i don't know how it could be done because there is diferent climbers. Tanks climb some things while k-Bots climb more.
Impassable terrain could be usefull, instead, to define lava maps and stuff. Although it would need something more because if not, you could just get a plane there and build stuff in it...
About the craters, they definetly should be increasingly hard to dig the further deep they got... That's how it works in reality, anyway...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
There needs to be some sort of standard established. All TA maps, by standard, had 0 min wind and 3000 max wind (or something similar). All of them had 112 gravity. All of them had basically similar "steep" and "walkable" hills. For a time, it was good... mod makers knew that if they wanted to make a unit not be able to climb steep hills, they just changed its movementclass to something appropriate.
There needs to be a general consensus on what is a "standard" amount of ground hardness so that we know what to base our movementclasses around. 100 is clearly inadequate in most cases, and is much too easily abused. Otherwise, entire mods will be unable to be played on certain maps. Where's the fun in that?
There needs to be a general consensus on what is a "standard" amount of ground hardness so that we know what to base our movementclasses around. 100 is clearly inadequate in most cases, and is much too easily abused. Otherwise, entire mods will be unable to be played on certain maps. Where's the fun in that?
Actually in TA you "voided" an area of map you wanted to exclude units from traversing, I brought this up a while ago at sourceforge, it needs to be implemented in spring and could surely be achieved using the metal map, if spring could be made to recognise that when a certain colour,, say blue 255 is present, that terrain will be void to units.
http://sourceforge.net/tracker/?atid=73 ... unc=browse
http://sourceforge.net/tracker/?atid=73 ... unc=browse