It's too dark for me I prefered it when it was lighter. Prehaps make it dawn, or dusk? Also, instead of having the trigger hurt round the edge, try http://developer.valvesoftware.com/wiki/Trigger_waterydeath It looks much cooler I like the new base, I hadn't really had a chance to check it all out until today. The buildings could be put more in the ground, but it doesnt really matter. You probably know this, but the lighting on the trees is messed up Other than that, good work! :D
Broccoli, how do you make it so that on tic tac toe turrets were destroyed with the buildable flag defenses? It would be good if something could be done for the upper level so that if its destroyed things aren't floating there.
I never got it working properly. It would kill players that were still stood up there too, I probably just didn't have the flags set right. trigger_hurt on top of the walls that activates every time the wall is destroyed (onKill output) is what I was thinking, but I couldn't get it to just affect buildings. I think they are physics objects?
would it be possible to tie a trigger hurt to the absence of the floor so that the barracks are useless? its hardly fair being able to spawn like that in the air when the buildings been destroyed.
I was playing this today, and I hated the minimap, so I made a new one. http://rebootilicious.rbcorner.com/emp_temp/emp_empcannon_minimap.rar Oh, and vehicles can go right through the big door
So you added an alpha channel to the minimap pic. I would suggest not to use this green mask color. Cause it may come out like it did on strees of fire. Thats why i keep the regular pic and add alphachannel without mask color. So things simply become "cut out" of the original pic. But i guess your convert options support this kind of raw file.
On square or rectangular maps, the "streets of fire" issue isn't an issue. For that situation, I guess you could make it black instead of green. And the original pic has the green in it :p