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Re: making spring (more) unique:dynamic maps?

Posted: 01 Dec 2009, 23:07
by zwzsg
But is there a s3o of this worm?

Re: making spring (more) unique:dynamic maps?

Posted: 01 Dec 2009, 23:07
by PicassoCT
so this is how spice is made? peweeshit of worms? Never it was so easy to be godemperor of this universe..

Re: making spring (more) unique:dynamic maps?

Posted: 01 Dec 2009, 23:07
by smoth
oh, posting "creepy crawlies?"

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 01:14
by zwzsg
Back to the topic: I just updated a mod of mine that adds dynamism to any map! There's a countdown, and when it reaches zero, the map, it changes, like, totally! And from then, building structures or destroying them atop the cross thingies trigger moar map dynamism!! But there's also another countdown, that just dynamically swap the mod. And then a third countdown that dyn... Oh, and last time I played it, my commander became a sandworm!

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 06:35
by Saktoth
zwzsg wrote:Back to the topic: I just updated a mod of mine that adds dynamism to any map! There's a countdown, and when it reaches zero, the map, it changes, like, totally! And from then, building structures or destroying them atop the cross thingies trigger moar map dynamism!! But there's also another countdown, that just dynamically swap the mod. And then a third countdown that dyn... Oh, and last time I played it, my commander became a sandworm!
How do you actually play this? It just closes.

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 14:08
by 1v0ry_k1ng
sweet gif

do want sandworms

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 17:33
by srapop
the sand worm is awesome.
smoth wrote:With the ancient ritual complete we can now assume said noob has been educated and the thread is complete.





























At least until the next cycle where the ritual must begin anew.
thx for that well ment lesson!
zwzsg wrote:Back to the topic: I just updated a mod of mine that adds dynamism to any map! There's a countdown, and when it reaches zero, the map, it changes, like, totally! And from then, building structures or destroying them atop the cross thingies trigger moar map dynamism!! But there's also another countdown, that just dynamically swap the mod. And then a third countdown that dyn... Oh, and last time I played it, my commander became a sandworm!
indeed a dynamic map.i cant say anything.

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 17:47
by PicassoCT
I always expected any truely dynamic Game with a decent AI to first get rid of those lousy players that are humans and of spectators to its wonders.

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 17:56
by srapop
loool this mod is so funny.i mean Balladium Annihilating from zwzsg.
i always thought i had the newest version of kp.but nooo.
sandworms...
thanks zwzsg!!!

Re: making spring (more) unique:dynamic maps?

Posted: 02 Dec 2009, 20:38
by zwzsg
Saktoth wrote:How do you actually play this? It just closes.
o_O I dunno what's happening to you. Can you describe more precisely the issue? Meet me in the lobby during europeans evening?

Edit: The solution to Saktoth issue was: Do not Spring.exe directly, but run through a lobby!

Re: making spring (more) unique:dynamic maps?

Posted: 14 Dec 2009, 20:42
by srapop
last posts went kinda off topic.