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Map Seth's Ravine 3

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Date Editor Before After
10/24/2018 2:33:17 AMPTrankraaar before revert after revert
10/24/2018 2:00:45 AMPTrankraaar before revert after revert
Before After
1 [quote] 1 [quote]
2 -void gadget added to clear units and projectiles that fall into the fog (features are not cleared) 2 -void gadget added to clear units and projectiles that fall into the fog (features are not cleared)
3 [/quote] 3 [/quote]
4 \n 4 \n
5 because of the rocks? Wreckages from aircraft are features too. 5 because of the rocks? Wreckages from aircraft are features too.
6 \n 6 \n
7 if the fog covers a bottomless chasm, what are those rocks standing on? 7 if the fog covers a bottomless chasm, what are those rocks standing on?
8 \n 8 \n
9 EDIT: 9 EDIT:
10 - the metal spot textures didn't show up 10 - the metal spot textures didn't show up
11 - the yellow grass looks weird and should be removed 11 - the yellow grass looks weird and should be removed
12 - the fog should have its scale increased to make the pattern less discernible when zoomed out 12 - the fog should have its scale increased to make the pattern less discernible when zoomed out
13 - How about adding a big "golden" metal spot on each of the "temples"? 13 - How about adding a big "golden" metal spot on each of the "temples"?
14 \n 14 \n
15 \n 15 \n
16 ( also note that there's an issue where projectiles over the fog are rendered weirdly, this is an engine bug, but can be masked by making the fog brighter. Imo it's an engine bug as fog layers are planes below them) 16 ( also note that there's an issue where projectiles over the fog are rendered weirdly, but can be masked by making the fog brighter and compensating by setting the ground or water plane below to a certain color. Imo it's an engine bug as fog layers are planes below them)