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  • unfinished parking garage map (stb)
  • 134
     

    Yeah, I saw a lot of that, but I never saw anything that I couldn't fix with a single block. Usually a single step gets taken out in the process of slicing through the pillar.

    #46455
    1337101
    Modifier
    Posted 13 years ago
     

    Was playing this last night and it's a surprisingly good map. The fog adds to the atmosphere. You hear noises echo through the bunker-like structure as you search for your car.

    #46551
    Buffet_of_Lies
    Cartographer
    Posted 13 years ago
     

    The main problem I see is that, although the griefers won't succeed in taking down the building, they try anyway and tunnel out everything at eye level so you're not left with any cover in the spawns on the lower levels.

    Hopefully generating the interior parking spaces and cars down there will fix that.

    #46709
    nothings
    Member
    Posted 13 years ago
     

    The hollow cars are very camper-friendly (not saying that's a bad thing). It's quite fun when you kill several incarnations of the enemy Intel carrier before taking even a single hit.

    #46746
    Lythrynyx
    Moderator
    Posted 13 years ago
     

    @Lythrynx: Camping overall isn't a huge problem with be, but with the spawn-focused combat I'm a bit concerned about spawncamping (which is annoying). The hollow cars mean that part of the cars will fall off if we don't add elements to them that interfere with the asthetics, and it also means that griefers will have little trouble encourage the rest of the cars to fall off (though griefing even one of the vans only requires the destruction of 12 blocks in the tires anyways... but at least that doesn't leave a mess like a cracked-open car). So the hollow cars will probably have to go.

    #46750
    1337101
    Modifier
    Posted 13 years ago
     

    Ok, I fixed the solid voxel issue with KV6. Hey look, the cars have rear-view mirrors! Cute.

    I also did the don't-recolor-grey, so I just have to do the interior parking spaces now.

    I think we should change the color of the blue cars--they're too close a match to the blue markers on the map so they act as a sort of map camaflouge, but there's nothing like that for green. Maybe make them light blue or something.

    #47286
    nothings
    Member
    Posted 13 years ago
     

    Ok, I think I'm all done -- I added parking spaces in the empty areas of the lower levels, I changed the pillar-space-blocking logic so that it avoids cars interpenetrating the pillars properly (but not the stairs), I tweaked the recoloring strength, I slightly tweaked the ramps to be a teensy bit wider and shallower (squeezing out one more space on the ramps).

    The garage has 828 parking spaces, but typically you only get 768 vehicles because of the blocked spaces (exactly how many are blocked depends on how large the vehicle is that it tries to place in the blocked space).

    I never did come up with a better car-clumping algorithm but whatever. Also I should probably change the recoloring algorithm to do a hue shift in HSV space instead of what I"m doing now, but I don't care enough.

    @1337101, let me know when you're happy with your cars and we can make the final release. If you want, I can send you a copy of the generator for you to test with locally.

    #47313
    nothings
    Member
    Posted 13 years ago
     

    Anyone hosting this?

    #55776
    MegaDeuce
    This is not a title.
    Posted 13 years ago
     

    The tags...

    #55782
    YourMom
    *BANNED*Gregarious
    Posted 13 years ago
     

    http://ace-spades.com/forums/topic.php?id=3714

    #55787
    izzy
    Moderator
    Posted 13 years ago
    134
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