Bridges and overhangs - Page 2

Bridges and overhangs

Requests for features in the spring code.

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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Re: Bridges and overhangs

Post by Dragon45 »

Ugh, true 3D terrain should be banned in RTS games until really really really good camera systems that allow partial transparency when your units are there come up. The problem with bridges and tunnels n shit is that inevitably you cant see your boys properly or cant control them in the bridge and its jsut soo damn annoying.


maybe in ten years we'll do it better.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Bridges and overhangs

Post by Argh »

Eh... personally, I thought that DoW's system, where if a unit failed a depth-test with buildings or the map, you'd see an outliine, worked pretty well. Fancy camera solutions are frequently more annoying than they're worth- sure, the first time that camera auto-magically smoothly pans down so that you can see yer guys in the tunnel, it's cool, but the 50th?

But tbh, I think tunnels are basically just a gimmick, unless you want to build an entire game around them, and a RTS set in a 3D tunnel system would be confusing as hell, and probably highly un-fun, like that ridiculous time-travel RTS concept... nerds would salivate, but nobody would play the damn thing.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Bridges and overhangs

Post by smoth »

Argh wrote:But tbh, I think tunnels are basically just a gimmick,
metal fatigue did underground really well.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: Bridges and overhangs

Post by ==Troy== »

what about allowing to move on features?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Bridges and overhangs

Post by Tribulex »

==Troy== wrote:what about allowing to move on features?
what about it?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridges and overhangs

Post by Forboding Angel »

smoth wrote:
Argh wrote:But tbh, I think tunnels are basically just a gimmick,
metal fatigue did underground really well.
But the game itself did very poorly. I enjoyed metal fatigue, but it was too complex to really keep me interested.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Bridges and overhangs

Post by smoth »

Forboding Angel wrote:But the game itself did very poorly. I enjoyed metal fatigue, but it was too complex to really keep me interested.
it had to compete with starcraft and ta, both games were already out with thriving communities. It had no mission editor, the only way to edit it was to hex edit and there were only a few maps.
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