Digital Siege - Page 2

Digital Siege

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

What is the size of the image for the map texture? Can you fire me the heightfeild and that information. I am not making any promises on a delivery date but I may have an iteresting solution for you.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Picasso should make a map for this mod, that would be ... erm nuf said.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

MR.D wrote:Picasso should make a map for this mod, that would be ... erm nuf said.
:shock:
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

manored wrote: long and very boring games
fixed
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

smoth wrote:What is the size of the image for the map texture? Can you fire me the heightfeild and that information. I am not making any promises on a delivery date but I may have an iteresting solution for you.
Thanks but... I wanna do the whole map myself... and that includes the texture... :P
Comp1337 wrote:
manored wrote: long and very boring games
fixed
You gotta play more tangerine/delta siege/small supreme V2/altore divided! :P
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

this map is too chokepointy.
make more paths and make it possible for units to move up unto the raised areas from the front in places.
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Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

If we are going to have a large map for KP it needs to be more diverse than this. This is far to linear, and as many have said it's too choke-point-y for something like KP. One large map were KP works well is Mars. There are only 6 geovents which helps stop this spam mod from becoming too spammy and will encourage a lot of conflict over key areas to get the little extra output, perfect for 1v1 or 4-6 player FFA. Also, there a number of dynamic routes options to take to avoid the enemy and get behind to their kernel or socket, which makes very interesting gameplay with bluffs and tactical unit movement. If someone were to make a Mars type map for KP it would be godly.

Lastly, I think people need to avoid making team based KP maps as I don't believe teams are such a good idea in KP. KP seem to be much more of a FFA type mod that encourages smart individual use of unit movement IMO.

-Hellcom
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Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Relative wrote:Some smart stuff
Let it be known to all that I fully agree with everything you just said.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I think a layout akin to Metal Heck would work (note: just the layout, style = similar to the Marble_Madness_Map, the metal doesn't matter in KP)
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

I'd say that its better, but too thin. Getting closer to the look
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

mehere101 wrote:I'd say that its better, but too thin. Getting closer to the look
Its because the image is low quality: I think it looks better with the actual map.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

No, it is too thin. It's not that the image is low quality.

Basically, Kernel Panic goes for a Tron 2.0 type look. It's a nice look. This map in its present state does NOT go by that look.
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