Is your map using custom units? Are they a designer brand fit for the catwalk or are they as bland as shredded wheat? Are they balanced, and do they fit the map? Has it been done before? Has it been over done? Does it use original prefabs or does it borrow from the workshop? Is there something about the map that makes it stand out from the rest? How balanced is a map, when the theme is taken into account? Is it too easy or too hard? Is one team steam rolling the other when it shouldn't be? Is the player waltzing all over the competition without breaking a sweat? Or is the player dying the moment they leave the starting area? Technical design covers how well a map is put together that is to say, how well it runs, the efficiency of object and unit usage, and the complexity of the map in general. RatingEach map will receive a score which depends on these categories: (modified based on Desert-Mammoth's original map competition)Īppearance is how the map looks from an aesthetics point of view - that is to say, how easy it is on the eyes obj files generated with Open Asset Import Library Added support for importing wavefront.Added CameraDirection, CameraPosition, CameraRotation, PointInFrustum, ObjInFrustum, WorldPosToViewport, ViewportToWorldPos nodes to work with camera transformations.Added a node to restrict/forbid the 3rd person perspective.Increased max animation duration for custom gate objects.Added input nodes for door keys and PickupKey nodes.Added SetTargetTypes node to select which team each unit will target (blue/red/none or any combination of them).Added AllowAsTarget node to allow/prevent certain units from being targeted.Added scripting nodes to start trading with units without having to interact with them.Added scripting nodes to input player equipment, get equipment from a player and to spawn a player with equipment.Added an option to the terrain settings to deactivate coast generation (sand in water regions).Maps can now be started from the loading UI in the battle editor.
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