Dear mapmakers

Dear mapmakers

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

Post Reply
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Dear mapmakers

Post by jackalope »

please don't make your maps so that when you build a mex it doesn't switch to metal view. I know the logic is we should be able to see the metal spots, but I don't think anyone actually likes it this way. Thanks.
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

If you can see clearly where the metal spots are, when they are marked to the texture, why should you use the auto-f4-function?
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Re: Dear mapmakers

Post by Ishach »

jackalope wrote:please don't make your maps so that when you build a mex it doesn't switch to metal view. I know the logic is we should be able to see the metal spots, but I don't think anyone actually likes it this way. Thanks.

Secondin' this



I like the visual confirmation that i've clicked the mex button, as well as being able to see metal patches from as far zoomed out as I want.


Its also not uncommon to see features and metal patch textures looking similar, which makes it even worse.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Thirded. I make it switch to metal view on my maps for a reason.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

+10000000000000000000000000000
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I concur
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

It should be a user-preference thing, IMO. I like the auto-f4 view.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

I like the auto F4 thing to, it should be a user option and not a map option.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Auto f4 is good, at least for me because I que up about 50 bajillion mexes at a time and with f4 on it clearly marks them.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

hmm, it seems this is directed at me...

I got the message.

"Mental Note" Auto-F4 a must have, otherwise players out for blood.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Noize has been doing this too. Painted desert remake is a prime example.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Yeah the idea was that it would be more correct regarding the OTA versions however i realise now that it plays less efficiant.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Yeah it's especially a pain in the ass when you can barely see them in either veiw... *ahem*
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Metal should be shiny or at least different enough from the surrounding texture that there's no question where it is.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

I am not willing to screw up the Texture, just because i do mad Metall things again... :|
Post Reply

Return to “Map Creation”