no kidding, tabula is adult entertainmentPeet wrote:IK has been forever scarred by hunterw
New 16 player map - Lost v1
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New 16 player map - Lost v1
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New 16 player map - Lost v1
Well, here's a good reason... Maybe you didn't notice, but it shows up on the front page of the spring site as well.Beherith wrote:Forb: since I can no longer enable news bar on tasclient, i find it moot
Re: New 16 player map - Lost v1
Looks more like an Ariel photograph.
Re: New 16 player map - Lost v1
There's one or two metal spots without the mex texture and maybe one or two mex textures without the metal spot.
Re: New 16 player map - Lost v1
The ratio is 1-1, fixed in latest, just futzing around with a fix to the fog gadget.
Re: New 16 player map - Lost v1
Very nice !
Don't know how map options work, is it possible to make climates automaticaly cycle while playing ?
Don't know how map options work, is it possible to make climates automaticaly cycle while playing ?
Re: New 16 player map - Lost v1
all map params are 0 in the lobby (gravity wind etc) making the 3Dpreview flat
unitsync/spring bug ?

Re: New 16 player map - Lost v1
Check unitsync.log
Re: New 16 player map - Lost v1
The reason for flatness is most likely the fact that i compiled the map with smf options of 110 100, so that I could trick mapconv into placing geos where it normally wouldnt.
Re: New 16 player map - Lost v1
Are geothermals not features? Allowing you to place them anywhere you want if you use lua?
Re: New 16 player map - Lost v1

I made a map named Lost years ago (Nevermind the fact that nobody ever plays it).

Good job on your map though!

PS. *hint* Try clicking the picture! *hint*