Rman Virgil wrote: Yea.... 90% of my stuff is crap... but it's the natural course, a journey I enjoy, on the way to
that 10% that ain't crap.One of my favorite Sci Fi authors, John Varley, called one of his story collections, "The Persistence of Vision" and that says it all for me (great lead story too.)
That's exactly how I see it. Plus - it's the way you grow Myelin insulation on your brain neurons. The more insulation, the greater your mastery. The cognitive science is well established, at this point.Olrox wrote:Well, even if that's true, the more you produce, the bigger is that 10%, isn't it?![]()
For me it's core brain food and "soul food" (& I ain't talkin southern fried chicken, chitlings, corn bread and collard greens - though those are mighty good too.Olrox wrote:Hmm, I need some quality literature, to improve my own vocabulary and earn some citations
Now.. straight ahead to my experience with 2c-Arena #22...
Well done on the map. Every bit as good as Pumpkin's 1 v 1 maps in the official distro.
Aesthetically, your attention to detail with the cliff crevasses, craters, rolling dunes, the 2 backed mud causeways across the river divide, varied textures and smooth, asymmetric, edge brush work... all finely executed and thus enjoyable immersive.
Also, these aesthetics serve interesting game play opportunity ends and thus follow the classic adage of "form serving function"... aka, synergistic design.
Btw, I played twice in Ski. Lost both in under 30 mins. Didn't use stock or DyDo....my modified BP because I like how it uses Repair Droids in the Van of combat groups as Decoys to draw fire while the combat units hang back pounding base fortifications.... among other things.
What I like about good 1 v 1 maps vs strong Ski a.i. is that you are pushed to higher efficiencies in your switch-tasking management skills which is key in MP, imho. (Btw, "multi-tasking" is a myth. "Switch-tasking" accurately expresses the actual cognitive processing. This dovetails deeply with fundamental game GPM-UI design, btw, imho.)
Ergo, I'll come back to this map to brush off the rust on my play skills.
Dylan Hsu wrote:That error usually occurs when you either place features from the wrong setting in your map or their bounding spheres conflict. (Turn on view bounding spheres in EditWorld and place a few features and you'll see what I mean.) You can't clump a bunch of trees or pylons together, for example.
Yea, should be investigated. If you had made any of the feature placement clumping-overlapping mistakes or miss-matched feature sets, for example, the map wouldn't have loaded in any of the binaries it did load in or you would have seen obvious gfx glitches in the case of miss-matching.Olrox wrote:I forgot to directly comment on that, accidentally.
I think that's the exact problem with Garond Valley: some misplaced trees. In this one, I didn't use features other than Oil resources, though.
That's why I think the problem could be with the rotated Derricks maybe (the oil resource itself wasn't rotated 45°, maybe that's a problem in trunk - but in 2.3 betas or 2.2 releases, it ain't).
You devs might want to (actually I'm pretty sure you already are) investigate what's causing the trunk to crash with this, not like the releases. Rotated features, small structures, scav buildings and this kind of thing are really nice, and I didn't notice any problem with those while playing on 2.3b10.
Thanks from this very moment,
~Olrox
So it could very well be the feature "rotations" as you have suggested, with Trunk.
- RV
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