Warlord Zsinj wrote:
My only other suggestion is that you make the high bits higher, so that there is a more clear distinction between "low ground", "middle ground" and "high ground". Greater contrast makes for a more interesting map, too.
Bad idea. You can trick the eye by rendering with huge altitudes so that it LOOKS like the hill is hugely high, but when you use mapconv to compile... Only have a height difference of 300 for example:
-x 400 -n 100
Reason being, is that if you have your hills over that even kbots will have a tough time getting over them, plus, while high heights look really cool, they play like crap.
Go try Horst and Graben if you don't believe me. 2 valleys is another good example (even though it actually manages to get away with super high heights well enough, Not good, but well enough). If you disagree with me thats fine, but trust me, I know this.
high heights = bad gameplay