bigger maps - Page 2

bigger maps

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Das Bruce wrote:
as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...


MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?

Thats like asking. " i want quake style levels... as a modding option..."
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

IMSabbel wrote:
Das Bruce wrote:
as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...


MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?

Thats like asking. " i want quake style levels... as a modding option..."
That is the big issue with the spring engine. It's a very powerful rendering engine with tonnes of capabilites but is extreamly hardcoded to a very specific gameplay type. Alot of what zaphod has been working on is ways to remove the hardcodedness of all the increadible features and give them more modular systems. Hopefully in the future things like this will be available as modding options because they game won't be so hardcoded up that we can't manipulate unit pathfinding and movement AI on the mod code level.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

IMSabbel wrote:
Das Bruce wrote:
as much as it would take away from TA...
For anyone else who didn't notice the bolded text it would be a...


MODDING OPTION
Er, just for your information, do you have ANY idea how complicated this would be to implement?

Thats like asking. " i want quake style levels... as a modding option..."
Not as hard as you might think depending on the way it was implemented.
Post Reply

Return to “Map Creation”