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Dpedersen
Joined: Sat Mar 17, 2007 11:27 pm Posts: 74 Location: Bc, westcoast cana-- *giggles* What were we talking about?
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foreground=so you can climb them
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Thu Jun 21, 2007 8:11 pm |
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droidak
Joined: Sun Apr 08, 2007 2:40 pm Posts: 230 Location: A parallel universe lodged between the final recluses of time and space
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Dpedersen wrote: foreground=so you can climb them
Plus crash into them when using your jetpack, face it it would be annoying.
About the map, the tunnels and chutes are too cramped poor crobo mk3 can barely fit in
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Thu Jun 21, 2007 8:25 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Dpedersen wrote: foreground=so you can climb them
Hell no, it would stall the AI, make all combat excessively annoying, maybe a COUPLE of trees in the FG like the walls in the standard maps.
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Thu Jun 21, 2007 8:30 pm |
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meloen
Joined: Tue Jun 19, 2007 2:51 pm Posts: 85 Location: in photoshop, in a corner; ordening pixels
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it is posible, when you only make the tree tops FG and the rest BG so clones can walk under neeth, and if u destroy the tree top, there will be only some brenches and no leafes
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Thu Jun 21, 2007 8:35 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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*twitch* Chat... speak... braincells... screaming...
Also, you made no sense.
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Thu Jun 21, 2007 8:37 pm |
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Here for the mods.
Joined: Sun Mar 18, 2007 12:31 am Posts: 218 Location: Somewhere over the Rainbow.
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He means that you can take the top of the tree and make THAT FG, but leave the rest BG so that you could walk under it and stand on top.
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Thu Jun 21, 2007 8:39 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Oh, I got what he said now...
Only reason I would allow the threes in the FG : no not like that idea, if any of it has collision it all does... only a few trees in the FG, and then make them out of weak materians so they are easily destroyed.
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Thu Jun 21, 2007 8:41 pm |
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Dpedersen
Joined: Sat Mar 17, 2007 11:27 pm Posts: 74 Location: Bc, westcoast cana-- *giggles* What were we talking about?
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or you could sacrifce lag for gameplay and make each tree into an immobile craft that gibs into a flaming tree when shot up
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Fri Jun 22, 2007 12:02 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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this needs some FG stumps.
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Fri Jun 22, 2007 12:06 am |
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aracanid
Joined: Fri Apr 06, 2007 12:27 pm Posts: 181 Location: Ireland du nord
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thank you^^ great map... hope to see more mods from you in the future!
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Fri Jun 22, 2007 11:14 am |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Waaaaay too easy to defend.
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Fri Jun 22, 2007 4:25 pm |
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meloen
Joined: Tue Jun 19, 2007 2:51 pm Posts: 85 Location: in photoshop, in a corner; ordening pixels
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Foogooman wrote: Waaaaay too easy to defend.
i know, the AI is just to stupid and cant get to your brain (same in horiz lands). there are only 2 ways to bould an base whit the enemy gets near your brain...
just wait until an build when the AI gets better.
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Fri Jun 22, 2007 4:52 pm |
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iP0kE
Joined: Sun May 13, 2007 9:47 pm Posts: 5
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Dpedersen wrote: This is tied in my books with the Death Hole for best graphical map.
I don't know I think that Death Holes was pretty breath taking (For a first map and for a map at all) http://masterjed.free.fr/maps/Cortex%20 ... oles_2.jpg I mean it has SHADING!!!
This is nice but I haven't actually tried either.
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Fri Jun 22, 2007 9:31 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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nice. excellent map. i still struggle with the b14 map stuff.
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Wed Jun 27, 2007 7:35 am |
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tylercool
Joined: Mon Jun 04, 2007 12:30 am Posts: 16 Location: at my computer duh...........
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Re: Forrest map!
cool thats all
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Mon Jul 16, 2007 4:36 am |
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