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Re: Bridges and overhangs
Posted: 06 Oct 2009, 07:44
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.
Re: Bridges and overhangs
Posted: 06 Oct 2009, 07:52
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.
Re: Bridges and overhangs
Posted: 06 Oct 2009, 15:34
by smoth
Argh wrote:But tbh, I think tunnels are basically just a gimmick,
metal fatigue did underground really well.
Re: Bridges and overhangs
Posted: 06 Oct 2009, 16:13
by ==Troy==
what about allowing to move on features?
Re: Bridges and overhangs
Posted: 10 Oct 2009, 08:26
by Tribulex
==Troy== wrote:what about allowing to move on features?
what about it?
Re: Bridges and overhangs
Posted: 22 Oct 2009, 15:55
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.
Re: Bridges and overhangs
Posted: 22 Oct 2009, 16:01
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.