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Olrox
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Re: "War School" - A Map / Mod W.I.P.

Post by Olrox »

whippersnapper wrote:Imagination - it's a wonderful thing. ;)
Sorry, I've got to agree and make my very own addendum:

Yes, it is indeed a most pleasant thing.

xD
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Re: "War School" - A Map / Mod W.I.P.

Post by Olrox »

Also, that one goes to my signature :D
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

Olrox wrote:Also, that one goes to my signature :D
Alright then, cool. :D

Trying out different ideas for how to make the SAT Recon Package / Transport crash site.... this is a transitional place-holder - not sure how it will look in the end. O_o .

Those are still stock Baba GFX - I will be putting i-NoD's new Baba art in when he's done.. :cool:

This is also a good example of whack-scale in WZ. Those are just Regular Borgs but side by side with the Baba they could pass for Mechs in relative size.. just imagine the Super Borgs.

Image

Regards, whip.
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Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

Hi, what's with fire truck on the right side? Are you developing Devil's Tongue?? O_o
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

i-NoD wrote:Hi, what's with fire truck on the right side? Are you developing Devil's Tongue?? O_o
Haha... that cracked me up - "Devil's Tongue"... good one. xD

I was wondering if anyone would notice. ;)

I can only describe "when" it happens (not "why"). It's the Fire Truck with the Cannon and when I slow the game speed down to 0.1 some units will "drag their arses" below ground level. Seems to be related to "center of gravity" and weight. Units whose rears don't go below ground will have front ends come up like they are doing "wheelies"...

It also seems to me to be related to Vtol issues with "absolute-height" - which will happen in "Real" game time. They will go perpendicular to the ground and stall.

Regards, whip :)
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

.

Changes......... and battle deconstruction... (i-NoD's new Hi-Res Feature Art really makes this cool to my eye..)

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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

That IS cool i mean the maps mus be large as you have the original transport running... hmm i really think i need to play this eventually... and the graphics are great
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Re: "War School" - A Map / Mod W.I.P.

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new paradigm leader wrote:That IS cool i mean the maps mus be large as you have the original transport running... hmm i really think i need to play this eventually... and the graphics are great
Thanks NPL. :) For me i-NoD's new art makes it all shine. I'm also thinking of putting in Grim's wall-HP-crete art, which I like too.

"War School" is 160 x 160, 4-playable start positions (there is a 5th but it will be a crucible to take it and hold it. Also, this 5th position will initially be occupied by a script-triggered, CAM-style A.I..)

The transports could have been a real air-lift asset, like you said NPL, in a maxed-out 250 x 250 map (or when the limit is upped to say 500 x 500, someday, esp for naval maps).

What I'm intending is a little different. The ground-water game is full of tactical options and I wanna augment the air tactics beyond just Vtol sorties and that's were this transport comes in. There are reasons I decided not to max out at 250 x 250. That size is usually reserved for 8-player start positions anyway - entailing some technical issues I chose to circumvent entirely.

Also - the Transport is not stock. I'm in the process of modifying various elements and trying to find the right balance so it's use does NOT swing the pendulum too far in one direction and become a monolithic race to deploy it en-mass.. This is the same challenge I face with EVERY single modification I make to stock GPMs.

Regards, whip :cool:
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

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Transport on fire ! Head for the trees... ;)


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New Tree Art by Mysteryem and New Pylon - Crane Art by i-NoD...

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Last edited by whippersnapper on 05 Aug 2009, 00:18, edited 1 time in total.
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Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

Ha-ha-ha!!! Just imagine the yellow scav airship with sandbag as bombs on board :D And then: We'll not give up even when cough in fire! Ram them!!
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Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

i-NoD wrote:Ha-ha-ha!!! Just imagine the yellow scav airship with sandbag as bombs on board :D And then: We'll not give up even when cough in fire! Ram them!!
Hell yea ! That's what I'm talkin' 'bout. Kamikaze Scav air ships... I'm all over that ! xD

I put your new jeeps in................

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Regards, whip :cool:
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Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

Hmm... we need to replace other scav "crap boxes" with something more real :-S
Btw, have you noticed that Cyborg transport have problems with it shadow?
wz2100_shot_021.jpg
The red lines are drawn by shadow processing engine (its marking all processed polygons with them) and there are no lines on the left wing and left rudder bar and there are no shadows from.
Ow.. you've got a cool power grids :D - how about adding some power lines to it?
Last edited by i-NoD on 05 Aug 2009, 13:47, edited 1 time in total.
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

well my friend that would depend on where the "lightsource" is if it is at a certain angle that would indeed be the shadow
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Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

@ whipper maybe we could please have an alpha to play with while we wait as already the gameplay looks tantalising

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Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

new paradigm leader wrote:well my friend that would depend on where the "lightsource" is if it is at a certain angle that would indeed be the shadow
No,no,no... even after making a full circle there still no shadows FROM left wing. Look on the image - surely there should be another wing in shadows silhouette...
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