Don't bother requesting this.MidKnight wrote:please up wind, ca wind gens cant harness it
new map - tundra
Moderator: Moderators
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: new map - tundra
Re: new map - tundra
Many mexes on hills few on big flat spaces?hunterw wrote:since its a topic of heated discussion in every game:
solar:
metal cost: 145
energy cost: 0
output: 20
metal efficiency: 13.8% e output per metal cost
energy efficiency: infinity% e output per energy cost
wind:
metal cost: 35
energy cost: 162
output: 8.9 (wind changes direction, u dont get solid 9)
metal efficiency: 25.4% e output per metal cost
energy efficiency: 5.5% e output per energy cost
tidal:
metal cost: 82
energy cost: 412
output: 9
metal efficiency: 11.0% e output per metal cost
energy efficiency: 2.2% e output per energy cost
adv solar:
metal cost: 343
energy cost: 4725
output: 75
metal efficiency: 21.9% e output per metal cost
energy efficiency: 1.59% e output per energy cost
wind is the most metal efficient source of energy, but they blow up like the hindenberg. unlike most maps where average wind is closer to 13 you get a virtually steady 8.9
okey1v0ry_k1ng wrote:this map is kickass
how about a kbot map next
Re: new map - tundra
Saktoth explained how CA's wind works to me so next time i'll do 7-12ishCarRepairer wrote:Don't bother requesting this.MidKnight wrote:please up wind, ca wind gens cant harness it
CA wind would suck ass on this map anyway, since the highest elevation you can build on is pretty low
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: new map - tundra
hunterw, I love your maps (please make FFA, I'm begging every mapper for more of those - particularly 4,5,6,7 player). But don't bother setting up wind values for CA, it's a waste of your time. After tonight it will be unneeded. Just focus on balancing it for BA or whatever kids play these days.
If anything this nice map is the reason I finally did what I have done. So rejoice.
If anything this nice map is the reason I finally did what I have done. So rejoice.
Re: new map - tundra
Good lord i think he killed saktothCarRepairer wrote: If anything this nice map is the reason I finally did what I have done. So rejoice.
Re: new map - tundra
he was about to do something much worse...
...but we stopped him.
well, actually, he was gonna normalize wind for all maps, and he decided to make it a modoption.
Now CA is better than ever!
...but we stopped him.
well, actually, he was gonna normalize wind for all maps, and he decided to make it a modoption.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: new map - tundra
damn those sharp mountains are some of the most realistic looking ive seen in spring, very nice.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: new map - tundra
GOOD LORD WHAT HAVE I DONE!! IT WAS AN ACCIDENT! AN ACCIDENT!!!!!!BaNa wrote:Good lord i think he killed saktothCarRepairer wrote: If anything this nice map is the reason I finally did what I have done. So rejoice.
*hides the chainsaw and sledgehammer and flathead screwdriver*
These blood-covered tools were like that when I got here.
P.S. CA players can now play tundra or any map with wind. Tabula is dead! Long Live Tundra!
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: new map - tundra
hunterw wrote:secret techniqueBeherith wrote:Pretty!
Love the heightmap, that worldmachine is some powerful stuff. The texture could use a tad more variation though imo. Also, how do you get your water to blend so well with your WaterPlaneColor?
using this screenshot, i crop that strip of the deep green-colored ocean sand, gaussian blur x 1000'd it in paint shop pro, then used that color. course ya gotta divide by 255 to get the floating point version of the RGB
also the edge of the texture map does a gradient to a solid color
you can still faintly make out the edge if you look really hard due to the detailmap - also, the color isn't perfect
Nice wallhack
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: new map - tundra
kbot map would just be like the sides of tabula but across a whole map. lots of flat plains at diffrent altitudes with hills and ridges and ramps leading inbetween. so vehicles can still get around via the ramps, but kbots give alot more flexibility
and yeah, mexes in inacessible spots should be a standard on every map imo :p
and yeah, mexes in inacessible spots should be a standard on every map imo :p
Re: new map - tundra
type /shadows 1MidKnight wrote:I want perfect map edges! GIMME!!!1!!!!!11!![]()
the color was set to that, not /shadows 0
in hindsight i should probably always set it to /shadows 0 since i dont think many ppl use them

