Re: new map - tundra
Posted: 04 Mar 2009, 00:22
Don't bother requesting this.MidKnight wrote:please up wind, ca wind gens cant harness it
Open Source Realtime Strategy Game Engine
https://springrts.licho.eu/phpbb/
Don't bother requesting this.MidKnight wrote:please up wind, ca wind gens cant harness it
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
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
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.
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.
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
type /shadows 1MidKnight wrote:I want perfect map edges! GIMME!!!1!!!!!11!![]()