War Evolution 1.7 - Page 3

War Evolution 1.7

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esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

edit: looks OK

(thought you retextured it :P)
Last edited by esteroth12 on 23 Jul 2006, 03:03, edited 1 time in total.
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Johns_Volition
Posts: 134
Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

I think you don't understand quite the map creation process friend, these are all the very same map.
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

It's just the metalmap, F2 view, normal texture etc. of the same map.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

glad I missed the confusion on that one... adding features to the extent I am planning to will likely take me quite a while... but walls sound good, I hadn't quite decide what to put in there... but I think I'll see how walls work out.
Edit1:
More Progress... Have placeholder features where I want features to end up... just noticed that if your Titans have a movement class similar to the Krogoth they won't be able to leave the homebase... don't let it affect your decisions though... it's really easy for me to change to suit your mod.

Image

Edit2:(2:17AM):
Image
I haves the first wall in... obviousely I will need to adjust the scale a bit.

Edit3:
Image
Now that I have the scale down, the rest is just nearly endless gruntwork.
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Candleman
Posts: 433
Joined: 08 Sep 2005, 07:30

Post by Candleman »

I think for this mod you need to have the unit speed be realtively high. I for one would not enjoy plodding slowly to the enemy.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

THe heavy weps guys move slow.. the scouts ect move fast...

Called balencing speed vs. power =P
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

I know, but from what I read of this mod I gathered there would only be one unit, with varying degrees of experience.
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Johns_Volition
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Post by Johns_Volition »

Play it, the speeds are quite nicly done. (could be a little faster though)
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Can I get a link? Can't find it on FU...
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Johns_Volition
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Joined: 05 Jul 2006, 21:17

Post by Johns_Volition »

I just realized that there was no link at all. I think I got the download from the client. But because I'm so superawesome, here it is:

http://fileanchor.com/47297-d
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Candleman wrote:I know, but from what I read of this mod I gathered there would only be one unit, with varying degrees of experience.
ATM this is true. Opty plans to have 'classes' though, as he stated earlier.

TFC style.. Engineer,Scout, Arty ect...
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

there MUST be some sort of jammer in the mod... if you don't add a jammer, then the stealth is near useless in early game, because of the terrible accuracy of both the MG and Plasma...

if you do make a stealth thing, then it would be nice if one of the following:

It is significantly faster than the comms...
It can cloak... (for a much higher cost than the Wargod... no long amounts of cloaking)
It has a lot of health

as it is now, with no jammer and radar on the 'god, its impossible to do a stealth attack
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

esteroth12 wrote:there MUST be some sort of jammer in the mod... if you don't add a jammer, then the stealth is near useless in early game, because of the terrible accuracy of both the MG and Plasma...

if you do make a stealth thing, then it would be nice if one of the following:

It is significantly faster than the comms...
It can cloak... (for a much higher cost than the Wargod... no long amounts of cloaking)
It has a lot of health

as it is now, with no jammer and radar on the 'god, its impossible to do a stealth attack
right. Thats the reason why i asked for a new feature to define the radar inaccuracy of every mod and unit yourself.
Also for one of the future releases i plan to completely remove radar and only give one unit class (perhaps some kind of commander) the radar ability. But this is only an idea at this moment.
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SinbadEV
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Post by SinbadEV »

My Arena Map Is Play-Testable KillahDeathMetal1.0
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Optimus Prime
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Post by Optimus Prime »

just to show you the next mech i m working on, here come two pics.

Image
Image

it has 1360 polys- The end version will have some more. It will be the close combat mech armed with a flammer (you can see on the right side of the mech) and heavy armoured. In close combat it will be stronger than all other mechs, but bad for ranged attacks.
Last edited by Optimus Prime on 29 Jul 2006, 19:46, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

Holy Cow, damn nice model :P
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KDR_11k
Game Developer
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Post by KDR_11k »

I'm thinking your 1270 number there isn't all triangles.
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Optimus Prime
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Post by Optimus Prime »

normally i use quads and 3ds counts quads as one poly as far as i know.
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KDR_11k
Game Developer
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Post by KDR_11k »

So it's 2540 triangles, then?
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Optimus Prime
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Post by Optimus Prime »

no a bit more i think. For example if you have a circle, 3ds counts the full circle as one poly. So i guess its 2700 triangles atm.
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