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Map Incandescence 2

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Date Editor Before After
6/15/2018 4:44:07 AMPTrankraaar before revert after revert
6/15/2018 4:43:39 AMPTrankraaar before revert after revert
Before After
1 looks nice. 1 looks nice.
2 \n 2 \n
3 In terms of gameplay, the terrain obstacles are wide and high enough to block skirmisher and artillery fire and allow shorter ranged units to use them as cover. 3 In terms of gameplay, the terrain obstacles are wide and high enough to block skirmisher and artillery fire and allow shorter ranged units to use them as cover.
4 \n 4 \n
5 some suggestions: 5 some suggestions:
6 \n 6 \n
7 - metal spots should contrast more with the terrain (for example, brighter center and darker outline). I also dislike the purple color. 7 - metal spots should contrast more with the terrain (for example, brighter center and darker outline). I also dislike the purple color.
8 \n 8 \n
9 - the orange "lava cracks" on the island look weird. The map might look better if they were removed 9 - the orange "lava cracks" on the island look weird. The map might look better if they were removed
10 \n 10 \n
11 - translucent lava looks weird if you zoom somewhat close to it. It should be opaque 11 - translucent lava looks weird if you zoom somewhat close to it. It should be opaque
12 \n 12 \n
13 - the island itself should stick out more from the lava. There's no point in having gently sloped lava beaches your units can run into by mistake and get cooked 13 - the island itself should stick out more from the surrounding lava level. There's no point in having gently sloped lava beaches your units can run into by mistake and get cooked
14 \n 14 \n
15 \n 15 \n
16 Weapons explode on lava with water CEG (there's a relevant fix on the engine https://springrts.com/mantis/view.php?id=5993). Either way, an idea would be to not use water at all, use terrain type speed modifiers to stop units from going into it and apply the damage through lua instead. 16 Weapons explode on lava with water CEG (there's a relevant fix on the engine https://springrts.com/mantis/view.php?id=5993). Either way, an idea would be to not use water at all, use terrain type speed modifiers to stop units from going into it and apply the damage through lua instead.