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Posted: 09 Jun 2006, 15:33
by colorblind
Ah the 16x16 version is nice, cuz I can play that one without lagging too much :P.
However, I do have some comments on it:
* There are way way way too much trees.
* Did you rescale the heightmap as well? Because some slopes are pretty darn steep.
* The ponds in the lower left and upper right corners can be a bit small IMHO, as there isn't much space to build right now.
Otherwise it's really excellent work!
Posted: 09 Jun 2006, 22:25
by Nemo
The monkeylord in that shot is from a smallish mod I've been making for fun - balance via making everything stupidly powerful. It'll be posted fairly soon, once I work out the balance of the annihilator-laser-equipped AKs once and for all.
Posted: 09 Jun 2006, 22:55
by wizard8873
send me the monkeylord mod and ill take some nice screenshots with everything turned on.
Posted: 10 Jun 2006, 03:07
by chillaaa
Thats what happens when you zoom out with the new nVidia drivers. i get it with my 7800GTX with 84.43 forceare drivers.. but if i back date to 81.98s all good no lines.
Posted: 10 Jun 2006, 07:09
by RedDragonGecko
I get it with my ati radeon 9800 pro using latest cat 64bit
Posted: 10 Jun 2006, 12:23
by Warlord Zsinj
Send him the monkeylord nemo!
Posted: 11 Jun 2006, 03:56
by KlavoHunter
We just had an epic game on the 32x32, with multiple Vulcans and epic sea battles. Krogoth Drops and air rushes.
And lag. Tons of lag.
People with weak PCs please do not attempt to play the full-sized map. It *WILL* bring your PC to its knees.
Also, if you play on the 32x32 map, please jack the unit limit up to the full 5k. I ran out when playing it as 1k.
Now add metal in the water, so water players have something to fight over!
Posted: 11 Jun 2006, 04:15
by Proply
yea metal in the water would be nice, other than that is great, but i did notice that there is one metal patch in the top right section of land, right on the right hand edge of the map near the sea which is textured as a metal patch but there is not metal there.
Posted: 11 Jun 2006, 19:32
by NOiZE
Proply wrote:yea metal in the water would be nice, other than that is great, but i did notice that there is one metal patch in the top right section of land, right on the right hand edge of the map near the sea which is textured as a metal patch but there is not metal there.
If i'm ever gonna release a V2 (or someone else) i will fix that patch, but it won't add metal in the water, waterfarming is cheap enough already.
Posted: 11 Jun 2006, 21:59
by krogothe
with shitty 15 E per tidal its actually cheaper to build solars...
Other than that the map owns my bollox
Posted: 11 Jun 2006, 22:02
by NOiZE
krogothe wrote:with shitty 15 E per tidal its actually cheaper to build solars...
tidal cost like 85 metal
and a solar cost like 115 metal
so it doesn't matter that much
Also you can build de entire sea full of them!, no hills, no dents, build space everywhere.
I think metal in the water just isn't needed!
Posted: 11 Jun 2006, 22:06
by krogothe
I agree metal in the water isnt needed at all (makes for MUCH better gameplay), i just think tidals should give 20, so even the little ponds get some use, plus tidals are easier to bomb etc, making them 100% useless with only 15 E. No biggie but if youre making a v2, do increase tidal power

Posted: 12 Jun 2006, 06:19
by KlavoHunter
I suggest having only a small number of metal patches in the water, near to the coast - just enough to keep your initial economy going.
This way, you can keep your "non-location-restrained" economy (and totally eliminate the competition over owning the water

), while still allowing people to start in the water without being totally useless for the first 15 minutes of the game.
Also, bumping Tidals to 20 would be nice for powering a Metal Maker economy.
Posted: 12 Jun 2006, 14:23
by NOiZE
Posted: 12 Jun 2006, 16:22
by Zenka
You've been playing with 0.72b1 again?

Posted: 12 Jun 2006, 20:50
by wizard8873
keep the water metal free. gameplay is better without it imo. tidal could use a small boost as everyone keeps saying. all in all, i really like the map.
well, at least one person heard me
Warlord Zsinj wrote:Send him the monkeylord nemo!
Posted: 12 Jun 2006, 22:03
by esteroth12
working on the new supcom mod?

Posted: 12 Jun 2006, 22:23
by Cheesecan
Do those lasers spray like the supcom ones or do they blast like boring OTA lasers?
Looks fantastic in any case.
Posted: 12 Jun 2006, 22:27
by Forboding Angel
NOiZE wrote:krogothe wrote:with shitty 15 E per tidal its actually cheaper to build solars...
tidal cost like 85 metal
and a solar cost like 115 metal
so it doesn't matter that much
Also you can build de entire sea full of them!, no hills, no dents, build space everywhere.
I think metal in the water just isn't needed!
WHat about for mods that don't have metal makers, like EE for instance.
Posted: 12 Jun 2006, 23:01
by Kixxe
Then water is still imporant to break seiges in the middle and to stop the other ones naval.