Bridging the Divide
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Bridging the Divide
Not made with any particular purpose in mind. I was playing around with some stuff in l3dt today and after I'd rendered it I figured I might as well make a finished map out of it.
Download here: http://spring.jobjol.nl/show_file.php?id=2031
Re: Bridging the Divide
Oh no, this doesn't look like any of your other maps at all
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
Hehe, none whatsoever!
Meh, I was jsut playing around, the result was nice enough, so I figured "Why not?"
I am kind of curious as to how it plays, course I'm too preoccupied to find out, but meh, I'll look at it some day
Meh, I was jsut playing around, the result was nice enough, so I figured "Why not?"
I am kind of curious as to how it plays, course I'm too preoccupied to find out, but meh, I'll look at it some day
Re: Bridging the Divide
If you shrunk it down and made a few small adjustments, I think it would make a nice 1v1 map.
Re: Bridging the Divide
Hehehe, ive been working on a very very similar 1v1 concept for a while now :)
Re: Bridging the Divide
I actually played that a few weeks ago. Was pretty fun. Never discount the value of a good 2v2.
Re: Bridging the Divide
Can you give a total energy tally on those forests?
Re: Bridging the Divide
That is a really bizarre request...REVENGE wrote:Can you give a total energy tally on those forests?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
It was a troll (or at least I thing it was a lame attempt). He doesn't like the trees.
Well, basically get over it and tell TFC and CA to give units a 20 crushstrength so that the trees get knocked over. Everyone else does (except for smoth for some really strange reason).
Or even better yet, just put avoidfeature0 in all of the weapons (Which also happens to make a lot of sense).
Edit: I did playtest it btw, it actually plays really really well, I was pretty pleased with it.
Well, basically get over it and tell TFC and CA to give units a 20 crushstrength so that the trees get knocked over. Everyone else does (except for smoth for some really strange reason).
Or even better yet, just put avoidfeature0 in all of the weapons (Which also happens to make a lot of sense).
Edit: I did playtest it btw, it actually plays really really well, I was pretty pleased with it.
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: Bridging the Divide
Erm... It appears to me to be very similar, if not identical to that EE map... cant remember the name...
Edit: Wait, nm that map had a bigger bridge in the center, I forgots.
Edit: Wait, nm that map had a bigger bridge in the center, I forgots.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
Riverglade (Which I also made btw).
SOme of the bigger differences would be the height ranges here. They are about 3 times larger than riverglade. The crosses are more visual fluff than anything. Evo uses all hovers, so yar.
SOme of the bigger differences would be the height ranges here. They are about 3 times larger than riverglade. The crosses are more visual fluff than anything. Evo uses all hovers, so yar.
Re: Bridging the Divide
name drop and expect a response.....Forboding Angel wrote:Well, basically get over it and tell TFC and CA to give units a 20 crushstrength so that the trees get knocked over. Everyone else does (except for smoth for some really strange reason).
because it is fucking stupid. IRL it isn't that simple to run over a tree.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
I wasn't expecting a response...
IRL trees aren't that small either.
IRL trees aren't that small either.
Re: Bridging the Divide
in-game Robots and Tanks are fucking huge, make them run over trees! sigh...
Re: Bridging the Divide
It would be interesting to give units variable crush strength, so they have to "work" at crushing a tree. Damage over time or whatever.
Re: Bridging the Divide
Now that would be cool.neddiedrow wrote:It would be interesting to give units variable crush strength, so they have to "work" at crushing a tree. Damage over time or whatever.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
It sounds cool, but in reality, it would jsut be annoying.
Re: Bridging the Divide
Nah, not if the unit and tree had a syncing animation, showing the unit/vehicle plodding forward into the tree and it bending over more and more and then snapping.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Bridging the Divide
Yeah, but what abotu when you have 20 units and 20 trees, and really really need to get those 20 units to back up your base?
Re: Bridging the Divide
How did they get to the trees from your base? Probably by plowing through the trees to begin with, leaving a path.
It all depends on what you're doing. If you want more realistic behaviour, like we would in S44, this would be a good option to have. If that isn't of interest, the current system works fine.
It all depends on what you're doing. If you want more realistic behaviour, like we would in S44, this would be a good option to have. If that isn't of interest, the current system works fine.