
so far i got this (done in l3dt)
tested it on spring kbot can climb on mounds vehicles cant. Water is shallow and anything can traverse it but you cant build on it
now need to hand paint it to stop the fugly and add mex spots geo's maybe features
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http://www.youtube.com/watch?v=uk2sPl_Z7ZUWarlord Zsinj wrote:I just noticed that whenever you put your hands to doing artisty things you always go for paint (your impcomm submission, the XTA manuals, this map sketch, etc), which strikes me as odd seeing as you've got photoshop... Paint's gotta be one of the most infuriating, limiting programs I've ever used o_O
Good start. What I recommend you really look out for is that different units can fire from different levels of water. Most kbots can fire from -20 (the max for bot and vec passability in BA), but many vehicles like flash and gators have trouble with this.Otherside wrote:so far i got this (done in l3dt)
delta is what, 20x10?Map to have at least one facing of 16x or greater but be smaller than 20x20 (for performance reasons)
a properly designed kbotty terrain will have kbots travelling faster than vehicles simply due to slopes being green for kbots and yellow for vehiclesPxtl wrote:Be careful with size - "huge" kbot maps tend to degrade into air + vehicle games, because kbots take days to make it from point A to point B. ConVs + transports or conplanes claim territory faster than kbots do on a huge, hilly map.
Tell us how and for how much money, if any. Right. Now.1v0ry_k1ng wrote:ok ive got world builder 1.25
my map will be uglier than theirs, but then again, i'm assuming gameplay will be a factor so i'm still going to tryJAZCASH wrote:Beh auto wins unless Artturi gets on the job.