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Posted: 22 Jul 2006, 23:54
by esteroth12
edit: looks OK

(thought you retextured it :P)

Posted: 23 Jul 2006, 00:31
by Johns_Volition
I think you don't understand quite the map creation process friend, these are all the very same map.

Posted: 23 Jul 2006, 02:21
by Aun
It's just the metalmap, F2 view, normal texture etc. of the same map.

Posted: 23 Jul 2006, 06:11
by SinbadEV
glad I missed the confusion on that one... adding features to the extent I am planning to will likely take me quite a while... but walls sound good, I hadn't quite decide what to put in there... but I think I'll see how walls work out.
Edit1:
More Progress... Have placeholder features where I want features to end up... just noticed that if your Titans have a movement class similar to the Krogoth they won't be able to leave the homebase... don't let it affect your decisions though... it's really easy for me to change to suit your mod.

Image

Edit2:(2:17AM):
Image
I haves the first wall in... obviousely I will need to adjust the scale a bit.

Edit3:
Image
Now that I have the scale down, the rest is just nearly endless gruntwork.

Posted: 24 Jul 2006, 06:09
by Candleman
I think for this mod you need to have the unit speed be realtively high. I for one would not enjoy plodding slowly to the enemy.

Posted: 24 Jul 2006, 06:41
by Hunter0000
THe heavy weps guys move slow.. the scouts ect move fast...

Called balencing speed vs. power =P

Posted: 24 Jul 2006, 08:01
by Candleman
I know, but from what I read of this mod I gathered there would only be one unit, with varying degrees of experience.

Posted: 24 Jul 2006, 08:39
by Johns_Volition
Play it, the speeds are quite nicly done. (could be a little faster though)

Posted: 24 Jul 2006, 08:54
by Candleman
Can I get a link? Can't find it on FU...

Posted: 24 Jul 2006, 09:11
by Johns_Volition
I just realized that there was no link at all. I think I got the download from the client. But because I'm so superawesome, here it is:

http://fileanchor.com/47297-d

Posted: 24 Jul 2006, 16:56
by Hunter0000
Candleman wrote:I know, but from what I read of this mod I gathered there would only be one unit, with varying degrees of experience.
ATM this is true. Opty plans to have 'classes' though, as he stated earlier.

TFC style.. Engineer,Scout, Arty ect...

Posted: 24 Jul 2006, 17:49
by esteroth12
there MUST be some sort of jammer in the mod... if you don't add a jammer, then the stealth is near useless in early game, because of the terrible accuracy of both the MG and Plasma...

if you do make a stealth thing, then it would be nice if one of the following:

It is significantly faster than the comms...
It can cloak... (for a much higher cost than the Wargod... no long amounts of cloaking)
It has a lot of health

as it is now, with no jammer and radar on the 'god, its impossible to do a stealth attack

Posted: 24 Jul 2006, 21:53
by Optimus Prime
esteroth12 wrote:there MUST be some sort of jammer in the mod... if you don't add a jammer, then the stealth is near useless in early game, because of the terrible accuracy of both the MG and Plasma...

if you do make a stealth thing, then it would be nice if one of the following:

It is significantly faster than the comms...
It can cloak... (for a much higher cost than the Wargod... no long amounts of cloaking)
It has a lot of health

as it is now, with no jammer and radar on the 'god, its impossible to do a stealth attack
right. Thats the reason why i asked for a new feature to define the radar inaccuracy of every mod and unit yourself.
Also for one of the future releases i plan to completely remove radar and only give one unit class (perhaps some kind of commander) the radar ability. But this is only an idea at this moment.

Posted: 25 Jul 2006, 06:23
by SinbadEV
My Arena Map Is Play-Testable KillahDeathMetal1.0

Posted: 29 Jul 2006, 17:42
by Optimus Prime
just to show you the next mech i m working on, here come two pics.

Image
Image

it has 1360 polys- The end version will have some more. It will be the close combat mech armed with a flammer (you can see on the right side of the mech) and heavy armoured. In close combat it will be stronger than all other mechs, but bad for ranged attacks.

Posted: 29 Jul 2006, 17:48
by Snipawolf
Holy Cow, damn nice model :P

Posted: 29 Jul 2006, 18:16
by KDR_11k
I'm thinking your 1270 number there isn't all triangles.

Posted: 29 Jul 2006, 18:35
by Optimus Prime
normally i use quads and 3ds counts quads as one poly as far as i know.

Posted: 29 Jul 2006, 18:48
by KDR_11k
So it's 2540 triangles, then?

Posted: 29 Jul 2006, 18:58
by Optimus Prime
no a bit more i think. For example if you have a circle, 3ds counts the full circle as one poly. So i guess its 2700 triangles atm.