i really would. but putting a large wall in its place wouldnt really make aesthetic sense. i think im gonna stick with just budget armor researched. when i started i was thinking about hemg but since it got buffed im not going to add it (and i need to think about future versions aswell) and if noone can help me with that invisible bullshit im just gonna have to use a weird workaround almost forgot, good news! the snow wont be slippery next version!
I think he means so there isn't any type of wall there. Edit: I just noticed you made it so nf has to build a wall or something to get past that fence, there isn't a snow mound to walk up now. I wonder how that will affect things.
same. theres a passage that takes them right around it, just 5-10 seconds more, but theres nothing stopping them from placing a wall. curious to see if it changes gameplay a bit anyways im pretty much done~~ tell the devs to find someone with a competent computer to compile this
Very good. Now has this been taken care of? http://cloud-4.steampowered.com/ugc...1FC8474843FE97ABFD196FC/1024x819.resizedimage Where the ground eats vehicles and they cant move period?
IMO, my general stroke experience with glycencity is middle gameplay is too slow, and once one team can push back to a side the gameplay is too fast... why not make the tiny flags also make certain short-cuts open or close? and make it so big flags can only be capped with vehicles or it takes double as long to just cap with infantry. excluding the center flag ofc, thatone is perfect.
like, 6 or so years ago, i made a template map for new mappers including stuff like "infantry placeable refineries" and the likes, i had a "only caps if vehicle is inside" flag included too. so i know it works. its just a brush over the cap zone that detects if a vehicle is inside it of the correct faction, if it says "yes" then the flag becomes cappable...
its a little complicated for gameplay on glycencity, but id love to see how to do that in hammer by too fast you mean the round ends quickly, right? in that case yes, the changes should fix that e: and to the guys who were saying in the first pages to add a second route, did you know there is kinda already one (albeit not done/removed)? i actually only noticed this after the final compile
I just explained it in simple how it works, and i agree it can be confusing without warnings on the GUI of some sort And yes, i meant that with what you said
Huh, if whoever made the map in the first place went ahead with this and made the current nf road impassable, glycen would be much more balanced. Who made it anyway?
Hmm, now you said that i feel i have a fake memory, i know he never touched mapping with a 10 ft pole but i also "know" he made this map... my bad
ok so since empires is now "alive". has anyone played glycencity? thoughts on the balance/gameplay now? specifically, when nf had the middle, was it easier or harder for them to capture the next flag?
I haven't seen it played, I have nominated it every round I have played but no one ever votes for it.