I'm making my very first proper map atm. It's construction-based, but don't you dare tempt me...
I think your best bet would be to reserve some themes for skybox usage.Would be interesting to see a map that manages to cram in as many themes as possible while still maintaining a consistent look (and decent filesize)
We could play the game on Babbage's analytical engine. Who needs electronics when you can use gears.I have an idea. What about taking images / renders of distant props, and then using those instead of the actual props as skycards to simulate background imagery.
And while we're at it, we can make parts of the map turn into a 2d picture when far away. Actually, we could just make the players 2d sprites and make the game 8 bit if we're running low on memory. Actually, why not make the game run on punch cards instead?
We could play the game on Babbage's analytical engine. Who needs electronics when you can use gears.
I think a good idea would be to have the spawnrooms be linked as if they were plane carriages, so BLU's spawnroom for stage 1 would be a ship, and then RED's spawnroom at the end of the stage would be a plane or a cargo carrier.what about if it was a 3 or 5 stage Payload map, each stage taking on each theme?
seems legit.I think a good idea would be to have the spawnrooms be linked as if they were plane carriages, so BLU's spawnroom for stage 1 would be a ship, and then RED's spawnroom at the end of the stage would be a plane or a cargo carrier.
If you were making your own game and had free reign over how to do optimization, you could totally do stuff like this. RollerCoaster Tycoon Worlds, which came out this very year, actually turns guests into crudely-animated sprites at extreme distances.I have an idea. What about taking images / renders of distant props, and then using those instead of the actual props as skycards to simulate background imagery.
And while we're at it, we can make parts of the map turn into a 2d picture when far away. Actually, we could just make the players 2d sprites and make the game 8 bit if we're running low on memory.
I dunno if this is possible, but could it be that it renders the models in 2d?If you were making your own game and had free reign over how to do optimization, you could totally do stuff like this. RollerCoaster Tycoon Worlds, which came out this very year, actually turns guests into crudely-animated sprites at extreme distances.
If you were making your own game and had free reign over how to do optimization, you could totally do stuff like this. RollerCoaster Tycoon Worlds, which came out this very year, actually turns guests into crudely-animated sprites at extreme distances.
godammit the problem is solved so now I can't generate sweet replies from this thread