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[quote]Astroturf style behe maps are very uneven, lots of cliffs and slopes. Their visuals come from that. This, CCR cannot be.[/quote]
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[quote]Astroturf style behe maps are very uneven, lots of cliffs and slopes. Their visuals come from that. This, CCR cannot be.[/quote]
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Astroturf still has large veh pathable areas and tons of microcraters, not just cliffs and slopes (which are actually just large craters anyway). I think you underestimate just how small terrain variations can be while still providing visual differentiation. For that matter most of the detail provided by DNTS on this map could probably be achieved using terrain instead, which I've come to prefer.
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Astroturf still has large veh pathable areas and tons of microcraters, not just cliffs and slopes (which are actually just large craters anyway). I think you underestimate just how small terrain variations can be while still providing visual differentiation. For that matter most of the detail provided by DNTS on this map could probably be achieved using terrain instead, which I've come to prefer.
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[quote]More brightness is not great, and is instead extra awful since ZK has dynlights.[/quote]
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[quote]More brightness is not great, and is instead extra awful since ZK has dynlights.[/quote]
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Bright or dark is mostly irrelevant, since the ultimate goal is "looks like an asteroid made of rock". I think this falls far short of that.
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Bright or dark is mostly irrelevant, since the ultimate goal is "looks like an asteroid made of rock". I think this falls far short of that.
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Also dynalights are clearer on bright surfaces, and nearly invisible on dark surfaces, particularly grassy/mossy ones.
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Also dynalights are clearer on bright surfaces, and nearly invisible on dark surfaces, particularly grassy/mossy ones.
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11 |
IMO
this
vers
is
better
than
CCRv2,
or
at
least
not
as
bad.
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11 |
IMO
this
vers
is
still
better
than
CCRv2,
or
at
least
not
as
bad.
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