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Map Fairyland v0.3

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Date Editor Before After
9/29/2015 3:12:41 PMAUrankAdminAquanim before revert after revert
9/29/2015 3:11:33 PMAUrankAdminAquanim before revert after revert
Before After
1 [quote]All my complaints are aesthetic: it seems to have artificial color (kind of like Geyser), but doesn't have sufficient execution to make it work (like Zed). 1 [quote]All my complaints are aesthetic: it seems to have artificial color (kind of like Geyser), but doesn't have sufficient execution to make it work (like Zed).
2 \n 2 \n
3 Though i guess the reason the diffuse looks artificial in this case is brush size, existence of distinct layers, and artificialness/non-ruggedness of heightmap. 3 Though i guess the reason the diffuse looks artificial in this case is brush size, existence of distinct layers, and artificialness/non-ruggedness of heightmap.
4 \n 4 \n
5 Maybe splatting some detail textures along edges would diminish that. [/quote] 5 Maybe splatting some detail textures along edges would diminish that. [/quote]
6 Okay, I'll have a look into that. 6 Okay, I'll have a look into that.
7 \n 7 \n
8 I do feel that Zed lies at least partly in the "pretty-at-the-expense-of-utility" direction though which I would prefer to avoid. 8 I do feel that Zed lies at least partly in the "pretty-at-the-expense-of-utility" direction though which I would prefer to avoid.
9 \n 9 \n
10 [quote]Another concern is that the cliffs seem to appear much steeper than they are, I definitely would not have guessed vehicles were playable here until you mentioned it on cast.[/quote] 10 [quote]Another concern is that the cliffs seem to appear much steeper than they are, I definitely would not have guessed vehicles were playable here until you mentioned it on cast.[/quote]
11 It is harder for me to tell since I know exactly what steepness the ramps were intended to be. Perhaps I'll dial it back some more. 11 It is harder for me to tell since I know exactly what steepness the ramps were intended to be. Perhaps I'll dial it back some more.
12 \n
13 [quote]
14 Regarding dualfog widget, it has never worked properly in ZK, that is the reason great maps like Seths Ravine and Xenolithic_v4 never see any play because nobody bothered to fix them. [/quote]
15 The hope here is that since the fog only obscures (mostly) useless areas it should not affect gameplay much. I would prefer volfog but it has nasty performance issues for enough people that I am loath to use it.