Bermuda Cake
L9: Fashionable Member
- Feb 20, 2009
- 679
- 480
Why would it change every time?
I can't really figure out what's even going on there (The walls and floor look the same, use different textures for each), but it looks like those bridges to the point would be too campable (one sentry could keep both in range). In addition, the point itself is far too spammable, what with those walls making splash damage really easy to dole out. Players in the pit are also at the complete mercy of those above the point, as that height difference looks way too big to work out. Also, your blue ramp to/from the pit runs right into a support column, which will make it hard to use.
If you want height variation on your point, it's a much better idea to start it off on flat ground and then add balconies and such above it.
Probably has some random seed to add variations to simulations, but usually if a program adds that, it also gives you the option to increase the amount of randomness (or turn it off entirely).
In blender's case, it seems to be based on how fast the computer is, which is just about the most frustrating thing. Simple physics simulations seem to be exactly the same every single time.
Big ones with hundreds of pieces, like the one I'm doing for stoneyridge, really puts the hurt on my computer. I think when it's starved for resources, the physics simulation skips steps and this results in some really odd variations from run to run.
Delusional Angus: hi arnold
Delusional Angus: oh its just idolon
stegarootbeer: i think we all have a little arnold in us
You mean your toilet doesn't have caution tape on it? That's irresponsible.Now there's a man who loves himself some caution tape.
cp_flush
do it