It looks like vehicle and placement hell with how claustrophobic the canyons are. I certainly would not want to com for NF on this map.
really? i think building epic forts by using buildings to completely lock a path is among the best things in empires. also theres building limits, you cant just build a base everywhere.
My common problem is fighting the game to place a building where someone can drop floating armories. It pisses me off every-time I command. NF has the biggest models, so no way in hell would I command as nf on your map.
teef you have no way to know how the ground looks (unless destroyer gave you the link), building placement is only a problem if its not flat enough. why do you think i run around the map and build all sorts of bases? a hint, its not because i like to - there still is plenty of room for all sorts of base layout. the cliffs gonna be nocommbuild-brushed, the small plateaus wont be flat enough for more then turrets and the large plateau at your start only has one area large and flat enough for a single rax in a very specific spot (and it might be gone in the end, im still not sure if its a good idea).
which is a good point. i try not to forget vehicle clips so you cant 9mine apcs where i dont want you to destroyer helped a lot finding spots where you can wall yourself up yesterday - thanks again.
If you are comfortable with it, throw it to vicki and we could give it some wear and tear and ill record everyone thoughts.
i dont want to release dozens of iterations, it already turned into a lot more work then i initially thought (so much that im going to making cacti props, since destroyer shared the same opinion on that it needs cacti), so im going ask a few to test for exploits before i release it to public. destroyer was just my first victim because he is awesome ove: im aware that i probably wont be able to target everything on first try, but i dont want to go much more then RC4 before i call it finished from my side - but im gonna release the vmf for everyone to edit.
ill wear leather gloves no worries :D i think this would require a grid based building placement mechanic, much like most RTS use. not saying its impossible, just way more complex ... the problem with building placement isnt so much the dimension in x and y but how uneven the floor is around corner and center points and their height relation to eachother (its less of an issue that center is lower then corners, then one corner being lower then anything else) - thats just ingame and mapping experience, i have no real hard facts. i think building placement code actually never really made it much further then the first working prototype - seeing as how far buildings extend into the floor, id say it was intended to work differently and in a lot more situations. idk if it was because of real limits or ones related to motivation (since most of the time it works anyway so why bother), but thats how it feels ...
horrible and back to start or bearable and keep going? (just a green diffuse texture atm, ambient is multiplied as blender material) useless 407k (less would have been sufficient) to 700 tris, probably could go lower if i had tried hard enough, maybe ill look into lod, but i can already imagine the qc madness required.