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Post by feha on Sept 21, 2009 16:07:06 GMT -5
Or you make stuff looking like engines, with flame bursting out of them (trigger hurtz). This makes you also understand why the melons got gravity on it (it accerelates, well that or the nebula is close enough to keep the platform in "orbit" and give melons gravity). You would therefor solve 2 problems in 1 action, melons cant camp under spawn aswell as you get to know where the grav is from. However, how to explain the melons that leave platform dont "fall" as the platform accerelates away from them then? Maybe by saying that those melons are strong enough themself to get same amount of accerelation? Also, I am not so sure the melons will be able to climb those slopes. Melons have recently got the bug of being unable to applyforce on z axis, making them unable to climb the smallest slopes, "jump" over the smallest edge, and even the nice microtasking for a jump-dodge .
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Post by retroactive on Sept 23, 2009 22:25:50 GMT -5
Rotating platforms will be a no-no, because of this: img193.imageshack.us/img193/1777/lulbrushes.jpgIn order to attain rotation, or movement, each individual brush must be converted into an entity, and I'm afraid it'll blow up on me if I try that. Plus, there's not much room to move seeing as each platform is connected to each bridge with a "toothed" edge, like legos. You have a valid point about the platforms being too thin. I think the best option would be to create a downward push strong enough to overcome even the strongest contraptions that leave the protective shielding of the station. This will force them down, down, into oblivion - exploding on the way hopefully. Notice, this will only happen to melons that get directly underneath the platforms / bridges, and all melons a little bit further down. Suggestions? Is that a goddamn spaceship? img30.imageshack.us/img30/8549/wmsplatforms27a0004.jpg
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Post by Lap on Sept 26, 2009 14:50:57 GMT -5
This map is looking great. Is that the final design? I imagine quite a lot of melons getting launched off by constant spam attacking the 3 intersection choke points.
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Post by retroactive on Sept 29, 2009 19:01:12 GMT -5
I think it's the final design..I'm going to toss the fact out there that there might be an extended delay on the release. I don't want it to be half-assed, and for some reason at this stage it definitely feels half-assed. All that needs to be done is tweaking and the lighting, which will be no problem.
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Post by Lap on Oct 17, 2009 4:36:57 GMT -5
I'd like to be able to include this with the release on November 1st if you think you can finish it up by then. There's always time to make an even better version afterwords if you desire.
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Post by feha on Oct 17, 2009 8:03:56 GMT -5
Just make sure that you got some way to kill off melons that fall. Can melons without flying capabilities fly in 0 grav (as in move normally except it doesnt fall)? Because if not, you could make a weak triggerhurt, that can be explained as "suffocation" or "game-mechanics". Would help the lag, and I think triggerhurt impact badly on f3 graph.
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