1 |
looks nice.
|
1 |
looks nice.
|
2 |
\n
|
2 |
\n
|
3 |
In terms of gameplay, the terrain obstacles are wide and high enough to block skirmisher and artillery fire and allow shorter ranged units to use them as cover.
|
3 |
In terms of gameplay, the terrain obstacles are wide and high enough to block skirmisher and artillery fire and allow shorter ranged units to use them as cover.
|
4 |
\n
|
4 |
\n
|
5 |
some suggestions:
|
5 |
some suggestions:
|
6 |
\n
|
6 |
\n
|
7 |
- metal spots should contrast more with the terrain (for example, brighter center and darker outline). I also dislike the purple color.
|
7 |
- metal spots should contrast more with the terrain (for example, brighter center and darker outline). I also dislike the purple color.
|
8 |
\n
|
8 |
\n
|
9 |
- the orange "lava cracks" on the island look weird. The map might look better if they were removed
|
9 |
- the orange "lava cracks" on the island look weird. The map might look better if they were removed
|
10 |
\n
|
10 |
\n
|
11 |
- translucent lava looks weird if you zoom somewhat close to it. It should be opaque
|
11 |
- translucent lava looks weird if you zoom somewhat close to it. It should be opaque
|
12 |
\n
|
12 |
\n
|
13 |
-
the
island
itself
should
stick
out
more
from
the
lava.
There's
no
point
in
having
gently
sloped
lava
beaches
your
units
can
run
into
by
mistake
and
get
cooked
|
13 |
-
the
island
itself
should
stick
out
more
from
the
surrounding
lava
level.
There's
no
point
in
having
gently
sloped
lava
beaches
your
units
can
run
into
by
mistake
and
get
cooked
|
14 |
\n
|
14 |
\n
|
15 |
\n
|
15 |
\n
|
16 |
Weapons explode on lava with water CEG (there's a relevant fix on the engine https://springrts.com/mantis/view.php?id=5993). Either way, an idea would be to not use water at all, use terrain type speed modifiers to stop units from going into it and apply the damage through lua instead.
|
16 |
Weapons explode on lava with water CEG (there's a relevant fix on the engine https://springrts.com/mantis/view.php?id=5993). Either way, an idea would be to not use water at all, use terrain type speed modifiers to stop units from going into it and apply the damage through lua instead.
|