Their legs should sink in sand and they should move slower in it, dragoon pounce should be reduced too.
Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
- seana11
- Tyrant
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Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
Isn't it interesting how almost no maps have sand in them?
- JOURNEYMAN
- Dragoon
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Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
Hamunaptra has some sandy area. Also, alien's legs may be pointy, but they have many legs to distribute weight. But I see your point.
- seana11
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Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
JOURNEYMAN wrote:Hamunaptra has some sandy area. Also, alien's legs may be pointy, but they have many legs to distribute weight. But I see your point.
seana11 wrote:Isn't it interesting how almost no maps have sand in them?
Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
I agree with freem.
Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
I bet if any of the maps had pools of jello scattered around in places, they wouldn't sink in it either. What the fuck are the devs thinking?
Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
I don't think different terrain types are necessarily a bad idea, but it's too much work considering that the vast majority of maps take place in areas with metal floors. Sometimes you just need to deal with abstraction.
I fully approve of a jello map, by the way.
Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
Give me a good looking set of sand and related textures and I'll make a relevant map. In fact, give me any set of good looking, free, ≥ (512 px)², normal and specular map inlcuding, sci fi compatible textures and I'll make you whatever map your sick brain imagines.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- ViruS
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Re: Sand and heavy aliens with pointy legs (Tyrants, Dragoons)
I guess you can always code for a variable-thickness "water" brush that mappers can use (i.e. mapper sets friction to 49, acceleration to 50, max speed to 0.1, herp derp we have quicksand!)
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