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Posted: 08 Dec 2005, 09:28
by PauloMorfeo
RedDragon wrote:... Maps where no land based unit can cross will only result in 3 things:

1) Big Bertha wars
2) Nuke wars
3) Brawler / Rapier wars

When you talk about boring gameplay, this is my definition of boring.
...
Not necessarily.
- If the size is right, it would be much faster than that with lvl-1 artillery fights instead of lvl-2 artillery fights (artilery fights can be pretty intensive). (anyway, lvl-2 artilery/lvl-2 gunships finishing blows wouldn't be much diferent than lvl-2 tanks/lvl-2 gunships finishing blows that are the common ones in «normal» land maps.)
- If the map is small, even though the path to the enemy is narrow, Jeffies, Flashes and Zippers will still quickly reach the enemy. That will lead to easy early rushes (even in non-XTA mods). I know that i've made Omega Island and Island Alpha kind of small but with a land configuration that makes for the rushing units having to do a long path to reach the enemy (Island Alpha is quite bigger than it seems) but i still hear complaints that the map is too small.
- Of course that rushing problem can be diminuished if the commanders start near the path to D-Gun incoming rushes. But that leads to, even more easy, commander bombings. And also means that the enemy factory will be much closer to launch it's rushing strikes.

Anyway, you map idea seems quite fine to me. And i like the horizontal configuration instead of the vertical one because some factories have the exit point at bottom.

Posted: 08 Dec 2005, 17:28
by RedDragon
PauloMorfeo wrote:Anyway, you map idea seems quite fine to me. And i like the horizontal configuration instead of the vertical one because some factories have the exit point at bottom.
That's the idea.

East vs west configuration is much more fair, since units on each side have to travel the same ammount of distance to reach the mid.

I still haven't been able to succesfully make the lava texture solid when i use it as a watertexture.

Help on that part would still be very welcome.
And some help on creating nice hills too btw.

Posted: 08 Dec 2005, 21:35
by TA 3D
Play around with all the water color values and see what you get.

Posted: 09 Dec 2005, 17:15
by PauloMorfeo
RedDragon wrote:[...
I still haven't been able to succesfully make the lava texture solid when i use it as a watertexture.
...
But do you really need to use it as water? Can't you use it as simple texture? (maybe it looks better on good GFX cards as water, instead, but i wouldn't know)

I wonder if you're not running in to some grafical bug? Maybe that's why you can't acheive the same results other people are refering to have.

Posted: 09 Dec 2005, 18:58
by RedDragon
There's no way for me to know that for sure, since i do have a gfx card that was ready for retirement 2 years ago... perhaps if someone with a gfx card capable of displaying Spring at the highest settings would test this for me i could rule that in or out. Volunteers? (preferably with MSN)
Just post your email adress below or send me a private message.

Posted: 09 Dec 2005, 23:32
by mufdvr222
RedDragon wrote:There's no way for me to know that for sure, since i do have a gfx card that was ready for retirement 2 years ago... perhaps if someone with a gfx card capable of displaying Spring at the highest settings would test this for me i could rule that in or out. Volunteers? (preferably with MSN)
Just post your email adress below or send me a private message.
m_ufdvr@iprimus.com.au volunteering.

Posted: 10 Dec 2005, 17:37
by RedDragon
Sent you the map.
Thanx for testing, and feel free to mess with the .smd to your likings. If you manage to get some decent screenshots please mail them to me, as long as you would let me know what settings you used for each screenshot.