x tree E values
x tree hitspheres
X rain speed
X water color
X minimap
X start points
X tree textures
X gadget
x fix typemap
X tree rotation
X sunny mapoptions :) For those with weaker gpus.
It's nice. My only real complaint is that I don't care for the darker colors. It seems really gloomy. But that's not particularly shocking coming from someone who likes real vibrant colors and stuff.
Oh I forgot to mention, I really like the way that you set up the trees and stuff. They look really great.
I tested (was already going to without asking anyway :D), spotted 2 issues: the 2 mexes near southeast start are missing, and the western high cliff can be accessed by bots from 1 spot at south side.
Also personally I'd like if hovers could get in and out of the water everywhere, but thats up to you to decide.
Dunno about the texture, as long as I can see it properly even with los view its fine :D
Suggestion.
Make the water greenish/swampy so it looks more like the green land texture and add another,different texture for the tops of the hills.
I think the map will be more appealing visually like that and easier for the mind to remember if those hilltops stick out of the map.
Wonderful shot. Your skybox creates a visual trick of seamless landscape. I love the dark green colored trees. However the other trees blend too much in to the texture. Texture is good, except that I don't like how cliffs look messy from near distance...
Btw. Whats wrong with the camera? Can't roam around with middle mouse button(wheel) anymore. This sucks!
There is no skybox :) Besides the default spring clouds and the fog widget there is nothing. The cliffs you see in the distance are actually part of the map. They are unpassable and you cannot give orders on them (so air cant go around using them).
Also, the seemlessness is helped by the sky color matching the spring fog color, and with a low fogstart they blend well. The glsl fog does seem a tad bit out of color though, but if I make it any darker, it will look much uglier.
All you have to do is specify a typemap with all 0s, so that units that get bumped on it get pushed back by the engine, and you have to use the gadget that included in the map. The gagdet disallows giving all orders on the specified areas of the maps.
Editing the gadget to allow for any shape is extremely simple, just take a look at it. Of course thanks goes to BrainDamage for making the gadget :)
Hmm... This is really great thing! I checked your map and the lua code. I'm not familiar with the proper names for funcionts but couple things I'd like to see added there.
Atm. Its hard for a ordinary player to learn where he can move. Some visual effects should guide with this. Here is my suggestion:
1. Mousecursor remains the same while moving on the blocked area of the map. It should, at least, change to the same pointer as when moved outside of the map, to the water plane area. Best solution for this would be a mousecursor that indicates unpassable area by some kind of stop sign.
2. It could be great to have passable borders outlined when orders are given on blocked area. Like white lined border flashed for a second indicating what is the real playing area.