Custom Metalspot Income

Custom Metalspot Income

Requests for features in the spring code.

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Custom Metalspot Income

Post by Sheekel »

I dont know if this is already possible, but I'd be quite useful if you could make certain metal spots worth more/less.

Then you could strategically place metal spots with greater and lesser incomes around the map for more diverse/aggressive expansion and gameplay.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Already possible, quite a few maps have that AFAIK.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That was in since OTA. What do you think the different colors in metal view mean?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

When making a map, you have an image where a whole channel is the metal output. That means, for every square in the map, you can choose a metal value between 0 and 255. Then you can choose a map-wide multiplier for that value, and the extraction range. Most mapper likes to stick to TA style metal distribution, with small patch of concentrated metal, for gameplay reason. But nothing prevent weirder map distribution, and indeed, since the beginning of Spring there were many maps with strange metal distribution. Press F4 to see metal distribution: Black is no metal, dark green is very low metal, green medium metal, and blue high metal.

So:
- Metal doesn't have to be concentrated in spots.
- Each square of a map can have 255 level of metal concentration.
- Each map has its own metal multiplier.
- Each map can have its own metal extraction radius.
- There are maps with unusual metal distribution.
- Those maps are rarely played.
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