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BellicoseIslands

By fc14159
Rating:

Map by fc14159
Size: 16 x 8
Wind: 2 - 23
Metal: 1.4
Tidal: 15
Gravity: 130
Extractor radius: 60

PLAY ON THIS MAP


Downloads: 728
Manual downloads:
http://api.springfiles.com/files/maps/bellicoseislands.sd7
http://spring1.admin-box.com/downloads/spring/spring-maps/BellicoseIslands.sd7
http://springfiles.com/sites/default/files/downloads/spring/spring-maps/BellicoseIslands.sd7
http://springfiles.zebar.de/maps/bellicoseislands.sd7
http://jj.darkstars.co.uk/c2/BellicoseIslands.sd7


DErankSoldierNeonSturm
30 months ago
If topOfUnit < waterSurface:
# The distance to AOE explosion for this unit should be threaded as twice as much.
# The initial AOE damage should be 2 times as big.

In the real world underwater explosions next to a ship hull are worse than explosions between ship hulls and the surrounding air.
+0 / -0
AUrankAdminGoogleFrog
30 months ago

Donator star
The sea floor is very variable, at some points Enforcer automatically fires at Scallops that appear to be in open water. Depth of 60 doesn't protect them from Enforcer AOE but is deep enough to give them a chance.

Maybe (if this is a big problem) some lua needs to be written to reduce AOE damage of many weapons when a unit is underwater.
+0 / -0
FIrankNapoleonsprang
30 months ago

Donator star
Also I just gotta make a dry version of this at some point, called BellicoseHighlands.
+0 / -0
FIrankNapoleonsprang
30 months ago

Donator star
Deeper water, coming right up.
+0 / -0
AUrankAdminGoogleFrog
30 months ago

Donator star
Amphibs and hovercraft can be used quite well here. Unfortunately the water is a bit shallow so Enforcer can often kill underwater amphibs. If someone wanted to fix this map it would need to be a bit deeper.

This also tends to end up quite porcy but I don't think it is a bad thing.
+0 / -0
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