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Akilon Wastelands
Posted: 03 Jul 2015, 22:06
by Forboding Angel
Re: Akilon Wastelands
Posted: 03 Jul 2015, 23:14
by Anarchid
Go get v02 with a minimap that shows the volcanic patches

Re: Akilon Wastelands
Posted: 03 Jul 2015, 23:49
by Forboding Angel
I thought about that, but is it really so important?
Edit: Did it anyway.
Re: Akilon Wastelands
Posted: 04 Jul 2015, 02:08
by Silentwings
Looks pretty, I like how the land is just above the waterline.
Re: Akilon Wastelands
Posted: 04 Jul 2015, 02:15
by Anarchid
I used some dark powers and got it into ZK.
Comments from live specimen testing:
1) Would be cool if shores could be smoother -> accessible to hovercraft
2) Some metal spots are placed under the features
3) You require more vespene gas
Re: Akilon Wastelands
Posted: 04 Jul 2015, 02:49
by Forboding Angel
Anarchid wrote:I used some dark powers and got it into ZK.
Comments from live specimen testing:
1) Would be cool if shores could be smoother -> accessible to hovercraft
2) Some metal spots are placed under the features
3) You require more vespene gas
1) Water area is intentionally supposed to be a non-played area.
2) Not exactly an issue in evo. Why don't all games employ the same solution for blocked mex spots? There isn't really a good reason not to.
3) True story
Thanks for the feedback.
1) is an important part. I want the play area to be defined as the land masses. Not that you can't go into the water, but there is no real incentive to.
Re: Akilon Wastelands
Posted: 04 Jul 2015, 05:46
by Forboding Angel
Updated to v3. I forgot that because I'm using an older version of spring features, the features give a lot more resources in other games than they do in evo (evo puts all feature value at 0/0). So I've updated it with new featuredefs so that the resources won't screw up gameplay for other games and reclaiming them should be pretty much instant.
In the future I'll use newer versions of spring features.
Re: Akilon Wastelands
Posted: 04 Jul 2015, 09:34
by PicassoCT
Anarchid.. could your cloud widget be used to draw some drifting sands overlands?
Re: Akilon Wastelands
Posted: 04 Jul 2015, 11:34
by PicassoCT
well, and hello - to another session of forbs-bitches-anonymous- here there is a save space, no judgment, nobody looking down, nobody condemning. We all here have been there- became the bitch of forboding - when he posted something, ruined by a tiny detail, that itched, and then we did things- we are all ashamed to talk about.
History can not heal, but we can look at it, try to learn from it, try to avoid situations where we slowly would slide back in, avoid bad company, avoid forb maps, forb games, forb threads, cause deep down- i know, im not cured, im just suspended, till my world has ended.
But from me forb shall have nothing. Not one single watchtower.
Proud and defiant, to the very end, i shall stand here and yell into the face of obvlivion, im not your servant, im indy-pendent and to hell with you and your bait posts.

Re: Akilon Wastelands
Posted: 04 Jul 2015, 12:42
by Forboding Angel
Re: Akilon Wastelands
Posted: 04 Jul 2015, 13:38
by PicassoCT
Abso-slutly not, im not so easy conned into doing stuff.. just some pretty pictures... and oh man, if we could do those blistering sands depths on the side instead of water- that would be awesome.. just Anarchids clouds as a duststorm prohibiting the view down into murk depths..

Re: Akilon Wastelands
Posted: 04 Jul 2015, 19:05
by Forboding Angel
Picasso. You are awesome
V4 coming right up

, imma go ahead and add it to sf and make the map depend on that v of sf. That should work out nicely.
Re: Akilon Wastelands
Posted: 05 Jul 2015, 01:38
by Forboding Angel
Picasso, thank you so much for these! They are amazing!!!
A little birdie told me that he might be working on a little something that would make them actually functional :-D
v4 will be up in a moment, it's requiring the latest version of spring features, which I haven't committed yet, but it will be "Spring Features v1.4". The rapid tag for sf btw is "spring-features:stable".
Edit: Updated.
Re: Akilon Wastelands
Posted: 05 Jul 2015, 02:04
by Forboding Angel
Updating to v5 because my stupid ass put a mex spot underneath the watchtowers -_-
Re: Akilon Wastelands
Posted: 06 Jul 2015, 10:08
by Anarchid
Reportedly, it is possible to build things under/in the energy spires, making them invincible. Are they non-blocking? They should either be completely non-physical, or blocking *and* physical with a footprint matching the collision volume.
Inb4 "not an issue for Evo": not complaining about Evo.
Re: Akilon Wastelands
Posted: 06 Jul 2015, 10:22
by Forboding Angel
Interesting. I assume people are putting things in the gaps between the spires? That's interesting. I wouldn't think it would be a huge problem, simply annoying. They are blocking ofc. Evo makes all features up to 8x8 non-blocking and weapons ignore features anyway, so yeah not an issue in evo.
Other than being annoying in BA/ZK/Etc I can't see a huge problem other than simply being annoying as shit to deal with, but on next update I'll change the damage they can take to like 100 or 200. Atm it's like 4k.
Re: Akilon Wastelands
Posted: 06 Jul 2015, 11:25
by Anarchid
I think it's avoidfeature weapons vs collision volumes. Maybe they should have smaller collision volumes, or not have them at all, or have larger blocking size.
I'll check out what happens this evening.
Re: Akilon Wastelands
Posted: 06 Jul 2015, 15:12
by Orfelius
Re: Akilon Wastelands
Posted: 06 Jul 2015, 20:08
by Anarchid
Spire colvols are definitely problematic.
Not just being able to build gauss in their colvol, small units can run there and be completely invincible (untargetable) within these overlapping spheres.
Also, new complaint: no mex marks on diffuse!
Re: Akilon Wastelands
Posted: 06 Jul 2015, 20:22
by smoth
Might be too low 100, peices generated from explosions deal damage after all.
As far as mex spots, I'd go with the mex spot widget, do you need a copy forb?