New map format - Page 5

New map format

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

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Not at all.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The only difference is it doesnt have a skirt around the edge, but it uses the same technology, physical effects, aerodynamics, etc. It just doesnt have a skirt. It's a craft and it hovers. It's a hovercraft without a skirt.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

PauloMorfeo wrote:I remembered a new feature that could be usefull to have in the map description.

The ability for the map maker to define minimal camera height.

In Azure Rampart, there is a big gap between the fortress floor and the water. I supose that zwzsg wanted to make it like that anyway to prevent some things like people going boats or craters getting filled with water.

The problem is that the camera bounces alot. When we are on top of the fortress, the camera height is relative to the fortress, when over water, the height is relative to the water and drops...

Maybe in the map, there could be the possibility to define that the camera should never go below a certain height. Or that the height to which it refers should be always the same x.
This is a good suggestion, that kind of got loss among all the talk.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yeah, good point Gabba.

If Spring could deal with much higher areas (much much higher), it would be great for the temblorian maps, or mods such as Final Frontier, etc, as the map maker could set the camera level extremely high above the water level, so that it seems that you are fighting in the middle of nowhere, especially if you can place the land high enough that the mist obscures the player's view of the water below...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I dunno, I sorta like the camera bouncing to follow the height level. It makes you really feel the height difference, especially when you're down.

And WZ: I'm afraid all planes and startships would dive into the mist as soon as they'd leave land, because planes try to keep their altitude constant.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Simply a matter of setting the aircraft to follow the default camera pan height as their standard cruise height. If aircraft could go well below that height then it would be a nuisance anyway.
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