Last edited by FaultCheck on Mon Mar 18, 2013 3:58 am, edited 1 time in total.
----------------------------------------- FaultCheck - May the block be with you... Blockman2DAce of Spades Classic Map Generators and Tools http://blockman2d.herokuapp.com/
<@izzy> ohh you just got FaultCheck'd
TBS wrote:He doesn't seem very fit for being a soldier.
lol, that's actually how the old operation game looked, lol
----------------------------------------- FaultCheck - May the block be with you... Blockman2DAce of Spades Classic Map Generators and Tools http://blockman2d.herokuapp.com/
<@izzy> ohh you just got FaultCheck'd
TBS wrote:ah, that explains it.
And btw, you seem to have much brighter and clearer colors than any of other aos maps.
You're not the first to bring that up, I honestly didn't notice myself. I guess from what I figured out, if your using the older method of a heightmap bmp, I guess it down converts during the process.
I built out a new module for blockman to produce these, it allows me to produce direct PNG transparent layers as output levels, transparent no block *obviously*, and color pixals become blocks. With several layers stacked on top of each other, it can produce any kind of structure, building, or overhang, which previously blockman was limited from.
So above are the actual layers used to produce pie push, starting with the water level, up to level 6. Blockman can now take sets of images like these, and directly output a VXL. No color convertion required.
----------------------------------------- FaultCheck - May the block be with you... Blockman2DAce of Spades Classic Map Generators and Tools http://blockman2d.herokuapp.com/
<@izzy> ohh you just got FaultCheck'd
It's a nice map but the spawn areas get too campy because the initial traffic flow goes toward the enemy, which means the enemy doesn't really have to move his mouse to shoot targets. To advance forward, you have to build a bridge with your back exposed to the enemy's pre-aimed crosshair. That's why the slightly disadvantaged team couldn't get to the second island yesterday on a full server. The traffic flow on push maps should be parallel to the enemy (black arrows), not toward the enemy (blue arrows): http://i.imgur.com/kVkraZ6.png
izzy wrote:It's a nice map but the spawn areas get too campy because the initial traffic flow goes toward the enemy, which means the enemy doesn't really have to move his mouse to shoot targets. To advance forward, you have to build a bridge with your back exposed to the enemy's pre-aimed crosshair. That's why the slightly disadvantaged team couldn't get to the second island yesterday on a full server. The traffic flow on push maps should be parallel to the enemy (black arrows), not toward the enemy (blue arrows): http://i.imgur.com/kVkraZ6.png
Amazing feedback izzy! I will make some tweaks and repost!
Izzy, I cut off the patients feet altogether, gang green, nasty stuff, do you think that will improve the gameplay? I made his crack a seperation wall between the start locations, this may be an issue, not sure, but I was thinking it would at least give a chance not to be spawn camped...
----------------------------------------- FaultCheck - May the block be with you... Blockman2DAce of Spades Classic Map Generators and Tools http://blockman2d.herokuapp.com/
<@izzy> ohh you just got FaultCheck'd