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Newton Cat BLID: 164884March 23, 2016 11:04:38 |
Quote from: Pecon
Perhaps you can use fog, like a distance-type fog to simulate height? A lot of other games use this feature, and it seems to work well. Using this, you could probably trim down each skyscraper to about half its height if you add fog emitters. |
Pecon Female Totalitarian Ruler BLID: 9643March 23, 2016 14:22:59 |
Quote from: Newton Perhaps you can use fog, like a distance-type fog to simulate height? A lot of other games use this feature, and it seems to work well. Using this, you could probably trim down each skyscraper to about half its height if you add fog emitters. That was my first thought as well, but I had a neater idea I wanted to try later on as well. I was thinking of making the bottom of the skybox an image of the skyscraper continuing downwards. |
Tophat 10/10 BLID: 43023March 23, 2016 22:45:14 |
Interesting idea. Though, the water that's meant to both break the fall of players and teleport them back up wouldn't make too much sense. Something else to note is that the spawn rooms and such are in the bottom of each skyscraper, unsure how hard it would be to move. If the class selection rooms were to be raised higher, perhaps something could be done with the environment settings, or have a script run to teleport people back to one of many bricks depending on the team they're on. It would cut down on the water bricks entirely and sometimes events go awry. |
dumbmattt Demonhead BLID: 31596March 24, 2016 8:57:50 |
Couldn't you just make a modular terrain print of windows and all, so you can have the buildings go down a long way without large brickcount? |
Newton Cat BLID: 164884March 24, 2016 11:05:40 |
Quote from: Pecon That was my first thought as well, but I had a neater idea I wanted to try later on as well. I was thinking of making the bottom of the skybox an image of the skyscraper continuing downwards. I like that idea of a skybox image. Only issue is that I'm not exactly sure how they could be launched back up in a sensible, or humorous, way, while being damaged. Quick idea: Spiderman? I don't really have an idea how you could be damaged, maybe being allergic to spider webs? Or should it be something simple, like, "Watch your step!"? Maybe a random selection? |
Ranma Onion Knight BLID: 11167March 24, 2016 11:12:43 |
Quote from: Newton Only issue is that I'm not exactly sure how they could be launched back up in a sensible, or humorous, way, while being damaged. Quote from: Luneth there's basically a giant invisible ocean of water at the bottom of the map that prevents fall damage but will take some hp from you and tele you back to the roof so bosses dont get stuck down there and people dont complain about getting absolutely punished for not watching their step. there's still punishment but at least you get another chance. |
Newton Cat BLID: 164884March 25, 2016 10:52:42 |
Quote from: Luneth Quote from: NewtonSorry it looks messy, I couldn't find a way to put 2 quotes inside a quote Quote from: Pecon Yeah, I had the brickcount set to around 65k to help save memory and forgot the limit was in place. We'll probably end up eventually trimming down the size of the buildings and doing something else clever to simulate height so that the brickcount doesn't have to be so high. Pecon sounds like she wants the ocean removed in favor of something else... Just an idea man. |
General R Clueless BLID: 16882March 27, 2016 18:15:11 |
The only complaint I have for this map at the moment: lags the SHIT out of me and I have a great GPU
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Ranma Onion Knight BLID: 11167March 29, 2016 13:19:14 |
Quote from: General R The only complaint I have for this map at the moment: lags the SHIT out of me and I have a great GPUnormally the environment is supposed to have a higher fog setting but for some reason there isn't so if you're some how lagging try lowering draw distance. |
General R Clueless BLID: 16882March 30, 2016 18:38:13 |
Yea, I normally play max draw distance, and I lowered it to about 300-ish so it works out now. |