Altair Crossing V2

Altair Crossing V2

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Altair Crossing V2

Post by Beherith »

Enjoy!

Please update your autohosts, thank you!

Image

http://springfiles.com/spring/spring-ma ... r-crossing


All bitching about nuances in gameplay changes will be mercilessly muted.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Altair Crossing V2

Post by BaNa »

Nice bro.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Altair Crossing V2

Post by Beherith »

gooby pls
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Altair Crossing V2

Post by Forboding Angel »

<3
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Altair Crossing V2

Post by Jazcash »

You da man.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Altair Crossing V2

Post by Beherith »

V3 for smaller tree aimspheres.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Altair Crossing V2

Post by 1v0ry_k1ng »

Love the textures, but I really dont like trees on maps (except maybe in dense clumps in out of the way places for aesthetic effect) - trees affect/block aiming too much, and make area reclaim of metal difficult
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Altair Crossing V2

Post by Forboding Angel »

Mod problem.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Altair Crossing V2

Post by 1v0ry_k1ng »

mod problem that affects approximately 99% of total games played
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Altair Crossing V2

Post by Forboding Angel »

Stopping trees from blocking aiming is a simple switch. For that matter, fire at features shouldn't be restricted in the first place.
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FabriceFABS
Posts: 354
Joined: 28 Jul 2010, 16:20

Re: Altair Crossing V2

Post by FabriceFABS »

Done, nice (again) :-)
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