- Apr 27, 2008
- 543
- 70
It could mix gray red and blu with some extra work and the assumption that the initial configuration is perfectly known. But since I've chosen for simplicity reasons to start the game with two CP owned by each team, and the neutral state is quite meaningless in this kind of game, I've stuck with the blu and red HUD. Of course people have to know the rotation is anti trigo (or clockwise) but this is really easy to understand once a cart pass its first check point. Then it's quite easy to know where are the carts and what distance remains between them. Doing something more advanced is difficult because using more states for the control point would mean I use their neutral state, and that would look odd. Of course I could go with hidden CP models instead but I think they are important for players : they know that passing this point means changing a spawn room ownership.
For the opening I've tried filling it with sewed displacements, instead of relying on stone details as I've done for all other entrances. But it's too square, and subdivide is a disaster in that area (though it works perfectly for other parts of the cliff). I don't know if I should edit this until I reach some more natural look or if I should use some detail brushes in some way.
For the opening I've tried filling it with sewed displacements, instead of relying on stone details as I've done for all other entrances. But it's too square, and subdivide is a disaster in that area (though it works perfectly for other parts of the cliff). I don't know if I should edit this until I reach some more natural look or if I should use some detail brushes in some way.