What about Underground?

What about Underground?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

Moderator: Moderators

Post Reply
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

What about Underground?

Post by Zoombie »

In another thred i brought up the idea of an underground map? Any ideas? This is my entire statement
The map starts with a comander, who is in a big drilling, nanolathing D gunning tank, then the comander drills out a small pocet in the ground, allowing him to build metal coletor on the walls, grounds or where ever the metal is. The metal would of course be detectable by your Comander, so that the game is not imposible. So when you build a Metal colector it would carve out metal (an infinite amout) and leave a tunnle behinde. This is where you build your base. But their would also be natural cavens, with crystals and indiginus life in it. Furmuroles would allow geothermal power plants to be constructed. K-bots would fallow in the wake of tunnling tanks. Crawling bombs would be a drill with a small engian on the back. Spider tanks would cling onto the celing and drop down onto the enemy units, ripping them into tiny bits with their claws after stunning them with a quick blast from their stunn guns. And nukes would be fun! They would drill into the enemy base then detonate, colapsing a huge amounts of tunnles around the blast site. Combnine this with Space and Land, this would make for a huge, multifacited multiplayer game. Im going to start a new thred about this!
And ineed i have!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Aha, it was I infact who brought it up first and started a thread before you, I refer you to my multiple heightmap thread. Though ym thread was usable for other thigns such as indoors.

Besides that thread seems a little amibitious and OTT in some cases
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It could be cool, but I forsee a lot of problem...First, I don't think the engine will be able to do that, second, how about the camera? You would have to change camera view every time. And the pathfinding is more complexe in 3d..

But anyway, it's a cool idea. Have you ever try metal fatigue?
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Damn and here i was, thinking that i had thought up something new and original <shakes fist at Firestar and swears vengance> but i was thinking hte camera would "see" through the dirt by haveing the dirt invisable. See imagan your looking at the Comander and he is in a tunnel, tunnaling along. From your current view (damn it took my a long time to spell that right) it would look like the tunnle is cut in half, with the open side faceing you. But as you move the camera, the open part would change its faceing so it would alwase face you. Also you'd build underground cavens, tunnle out bases and just in general create a honycombe of tunnles. On metal maps the game would change drasticaly, becasue you couldent tunnle, but insted you would fight in a massive (and i mean massive) sewer network.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You mean layers could be set as translucent where there are units underneath.

I honestly dont see why you got this reaction and my more technical idea that didnt just apply to underground things got a much worser hearing, included everyone ignoring the alternative uses and referring to anything underground. :(
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Whitch tread did you bring up the ideaof underground? I d like to see your ideas too. Also how would radar work underground? What would be a good sustitute if it cant in any way, shape or form work?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

look at the multiple heightmap thread. Also, for underground radar simply wouldnt work unless the heightmap was tagged as radar capable.

The one thign si though I went to the technical explanation that could fit in with springs current heightmap system and then extrapolated from ti udnergroudn you're doing the reverse. I am unsure as to how certain types of maps would eb done without the multiple heightmaps though, such as great indoor maps or caverns, that is unless the roof is so absurdly high that you cant see it, but that would just look odd.
User avatar
WillRiker
Posts: 207
Joined: 27 Mar 2005, 04:02

Post by WillRiker »

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

If you read the multiple heightmap thread you would realise that what i proposed would mean a change in the engine allowing 'multile heightmaps' which would lead to such consequences as tunnels and underground structures nto to mention overhead structures such as rooves or cavern ceilings
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Cool, so if your multiple hight map skeem works, you could build a underground base, then if another player puts a mine on top of it, they could acidentaly drill into your base! That would be cool
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

No but if you deformed the terrain enough when the 2 heightmaps f the ground and the ceiling emt they'd form a hole unless tagged in which case the ceiling and the floor would lower
Post Reply

Return to “General Discussion”