AQT wrote:Haha, that's great, Jaspo! I especially like the manufacturing plant.
I concur. :plokoon:
It all looks fantastic, nice job.
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AQT wrote:Haha, that's great, Jaspo! I especially like the manufacturing plant.


Very few of the custom assets seem to have shadow volumes; certainly none of mine do (made in Blender, and I don't think it's possible to include shadow volumes or lowrez geometry). I suppose I could make them have high res shadows with mesh option files, but that might be hard on the framerate.there arent any thadows though, or are you playing with lighting on low?
Fear not, there's plenty of mushrooms in the canyon, they just seem to have not made it onto the poster screenie, or at least not very noticeably anyway. Additionally, the name's a bit of a nod to the reskinned Nelvaan: Village props that I included in the map (one of which was apparently a giant mushroom in it's native environment and skin...I scaled it down a bit for use here though.) Note that Nelvaan: Village and its props are Squipple's creations.However, the mushroom canyon seems to lack...mushrooms !!!
Yes, you do indeed see a new color, and it is on a CP. However, it's part of a seemingly necessary bit of trickery; as you probably know, the game has a 16 CP per mission limit, and as you might've guessed, 8 maps require a good deal more than 16 CPs. To meet this need, in the later maps I simply teleported some of the existing CPs to new locations and assigned them new spawn paths and capture regions. One problem: the CP light effect doesn't come along with the CP model, because apparently it is entirely impossible to move lights with code in SWBF2, and besides that, I don't know of any way to know what the instance name of each CP light effect would be, so even if it were possible to move lights, I wouldn't know how to tell which one to go where. The workaround was to simply create a new light effect with the same dimensions of a CP light at the same path node that the CP was teleported to...of course it doesn't do the whole possession indication thing, but at least it lets you know that there's a CP there. And the HUD graphic still indicates capture status anyway. So, anyway, I chose the neon green color in keeping with the color scheme from the map selection room, and then topped off the effect by adding green omni lights (diameter: 8 to match CP specs once again) to the map to where the CPs are teleported (so if you stand by them, their color of light shines on you when lighting is on higher settings, just like real CPs do.)AWESOME, do i see a new color for the CP on the last pic


The concept and the maps are great, can't wait to test them .
I expect I'll post an open beta on mediafire next week(end?) sometime.wow awesome, seems like a awesome concept
can't wait to try it out






Sounds like a plan.Jaspo wrote: -considering adding lazertag, maybe also alternate conquest mode with terra strife sides?
