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Update - Platform V2.1 (New textures, all-terrain balanced)
Posted: 14 Jul 2007, 05:48
by Envy
http://spring.unknown-files.net/file/33 ... form_V2.1/
Ive completely redone the entire texture map. All terrain units can no longer scale walls into the backs of bases. Base walls are not climbable any more, but the center walls still CAN be crossed over my all terrain.
Pictures
Please give comments and suggestions on the update.
Posted: 14 Jul 2007, 13:10
by zorbawic
Posted: 14 Jul 2007, 21:24
by Envy
I added some pictures to the main post.
Posted: 22 Jul 2007, 09:11
by JimmyJ
I played a match on this map and someones T3 units went straight up the wall into my base.... was that supposed to happen?
Posted: 22 Jul 2007, 09:23
by HeavyLancer
If it was a Karganeth, yes. It's an all-terrain krog. Was he playing a TA based mod as Core?
Posted: 22 Jul 2007, 09:23
by hunterw
JimmyJ wrote:I played a match on this map and someones T3 units went straight up the wall into my base.... was that supposed to happen?
yea those all terrain t3 bots and both of the spiders can walk up any slope terrain
Posted: 22 Jul 2007, 10:10
by Envy
I should add in some small/thin water trenches next to the base side walls to stop all terrain stuff. As of right now, those are far too useful on this map :p. However, fortification walls are an easy stop to the all-terrain issue.
I will also do some additional texture work for the next version.
Oh and Jimmy, that was Frosted and me who used those kargs on you... They're quite fun to use, people are surprised when they see 15 guys in the back of their base.
Posted: 22 Jul 2007, 11:12
by SwiftSpear
Envy wrote:I should add in some small/thin water trenches next to the base side walls to stop all terrain stuff. As of right now, those are far too useful on this map :p. However, fortification walls are an easy stop to the all-terrain issue.
I will also do some additional texture work for the next version.
Oh and Jimmy, that was Frosted and me who used those kargs on you... They're quite fun to use, people are surprised when they see 15 guys in the back of their base.
Just put a movement type along the walls. All terrain bots can't cross the mountain in that one mountain path map, and the hill heights aren't even that great. No need for hacky solutions like water.
Posted: 22 Jul 2007, 13:19
by Acidd_UK
Does anyone else think that the metal texure used for metal maps like these is very very ugly? Who said a metal map had to be a nasty grey crosshatched colour? Cant we see some texture, maybe even some colour on these maps?! Metal heck is a good example, but even then it's too gray!
Posted: 22 Jul 2007, 13:21
by SwiftSpear
Acidd_UK wrote:Does anyone else think that the metal texure used for metal maps like these is very very ugly? Who said a metal map had to be a nasty grey crosshatched colour? Cant we see some texture, maybe even some colour on these maps?! Metal heck is a good example, but even then it's too gray!
Ya, it's hideous... but it's kind of awkward texturing those maps in the current mapping format due to massive texture sizes. It would be much much much easier to make nice looking metal maps with the new map format, but it's been indefinitely delayed unfortunately.
Posted: 22 Jul 2007, 22:38
by Envy
Yeah, i said in my other post im going to do a lot of texture work. Also, thanks for the land type tip.
EDIT: I've redone the texture map completely, and I just need to know how to make it so all terrain bots cant climb the walls.
Posted: 23 Jul 2007, 06:34
by kalel90
Yea V2 has the new textures and looks much nicer he hasn't fixed the all terrain problem yet.
Posted: 23 Jul 2007, 10:32
by JimmyJ
Different textures on a metal map is always a good thing.
Posted: 23 Jul 2007, 16:38
by LathanStanley
JimmyJ wrote:Different texture on a metal map is always a good thing.
fix'd

Posted: 02 Aug 2007, 07:44
by Envy
I decided to stop being lazy and added the type map to stop all terrain from being far overpowered. I also redid the texture map.