
Anarchid just imagine that this is Starcraft and mineralblocking is a feature.
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I have never gotten it to work worth a shit. All I wanted to do was make a config like the ones I make with google frogs mex placer widget thingy which outputs configs to be read by the gadget or some shit I can't remember how it works.smoth wrote:As far as mex spots, I'd go with the mex spot widget, do you need a copy forb?
I am quite literally having one of the shittiest days of my life today. I really hope this was a joke.Orfelius wrote:I kinda think that Forb is deliberately making a worse and worse quality maps to see if he can get away with it![]()
Ok, you understand the point of what I am doing yes? These maps have better gameplay in evo than any maps in spring that I have tried (barring other similar maps, like banana valley, titan/duel, nuclear winter, etc). The point is that this method works.Orfelius wrote:Sorry
It was *partially* a joke as in I do understand that your couple of recent maps were made trough a different method and made it fun for you to make maps again. But I can't help but notice overall decrease in quality :\
Took me a while to remember that that map was blistering sands. I may use it for a template in the near future. Blistering sands was so terran favored (like steppes of war) it wasn't even funny, but it was GORGEOUS.PicassoCT wrote:Forb would you do a version with anarchids volumetric fog shadding the depths instead of water? If i provide moodifryied shader?
Yes, i know - blue dust is not the same as water. But water totally clashess with the dessertness..
Also do you need black crystallian shards?
Never existed as a Spring tag.Forboding Angel wrote:Edit: Hitdensity doesn't exist anymore -_- Who the fuck removed it? Sigh.
Nope.PicassoCT wrote:Did Beherith ever finnish that wall of textured features? For this side could be looking nice if texture like a rockslide.
You could also use terrain type: give the area where units shouldn't go a separate terrain and set movespeed for this terrain for all unit types to zero. This keeps all units effectively from going there (except planes obviously).Forboding Angel wrote: I have another request too. I want some way to keep units within a defined play area (I.E. not going over the outside edges even if they are all terrain (that's why I've been using water)). Is that even possible?
It occurred to me that I could use voidwater, and apply super high damage to the water so that it instagibs anything that goes in it.