Some changes in how we use PTE

Discussion in 'Planetary Annihilation General Discussion' started by jables, November 10, 2014.

  1. squishypon3

    squishypon3 Post Master General

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    Custom symmetrical map with custom set choke points I believe. :p
  2. cola_colin

    cola_colin Moderator Alumni

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    I guess those planets have hand placed brushes. That's hard to see, they should've used a simple LOL setup for demonstration purposes :D
    Basically if I understand this right you will have a map editor better than my hack in pte by tomorrow.
  3. planktum

    planktum Post Master General

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    e.g. Aerial-view-of-Uluru-aka-Ayres-Rock.jpg
    cms-140128-grandcanyon-6a_ee7d809aed208419725ced570f11576b.jpg
    jvickers, burntcustard and Zainny like this.
  4. cola_colin

    cola_colin Moderator Alumni

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    Why does that thing remind me so much of a terrain feature in some supcom maps xD
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  5. superouman

    superouman Post Master General

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    oubghupfbdisfpduqsdfodubsfpeohbisfpoiesr
  6. radongog

    radongog Well-Known Member

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    1st: FastShippedPTEs are a good idea!
    2nd: You´ll have to advertise PTE more frequently in Kickstarter-Updates! Even the old way had too few players... :eek:
    3rd: Higher HeightRange for Maps, please!
    4th: Will the JigNuke be big enough to kill the attacking Avengers as well? Right now ten avengers can take out an entire field of Jigs with ease as long as you give them an attack queue!
    5th: See back soon! ;)
  7. superouman

    superouman Post Master General

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    Note to self, read the whole post.
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  8. squishypon3

    squishypon3 Post Master General

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    Probably a good idea. :p
  9. websterx01

    websterx01 Post Master General

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    @jables would it be possible to reduce the amount of data downloaded for updates? At 500KB/s its usually around 20 minutes or more of my Internet clogged up for the tupical update.
  10. LeadfootSlim

    LeadfootSlim Well-Known Member

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    Nuke jig strategy: if your opponent builds spaced jigs, buid your own jigs directly adjacent to each of his. Then neither can be destroyed without mutually depriving both sides of income. :D

    Hope to see some fun findings out of these PTEs... naval testing when? :)
  11. DeathByDenim

    DeathByDenim Post Master General

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    That's already what the launcher does. It only downloads the (compressed) changed files. Otherwise you'd be downloading 1.4 GiB (also compressed) or so every time. That would take an hour with your speed.
  12. rivii

    rivii Well-Known Member

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    Can't wait to start seeing some badass maps from you ;) My expectations are high! :D
  13. planktum

    planktum Post Master General

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    I hope the nuke explosion effect is going to be adjusted for the fact that it is in space. The standard nuke explosions look silly when a commander explodes in the orbital layer.
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  14. felipec

    felipec Active Member

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    Awesome...
    Also, the pictures showed plateaus, a long time wanting feature =D
  15. cola_colin

    cola_colin Moderator Alumni

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    I don't think they would make an extra effect just for an experiment with the jig, but if it turns out to work fine then yeah that would be good to have.

    Plateaus work just fine engine AND pathfinding wise at least since the voxel pathfinding.
    That's actually a question.

    Will it be possible to control if a brush is mergable and/or pathable? Those are quite important settings to make units walk over mountains :D
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  16. squishypon3

    squishypon3 Post Master General

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    Imagine a silly map where only some mountains are pathable, and you need to figure out which are. With dox just walking vertically up a mountain! Dilly game modes galore. :D
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  17. cola_colin

    cola_colin Moderator Alumni

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    I've created just that situation in playing around with my map editor. The pathfinding makes it simple: the dox just find their way, even if you can't tell at all which brush is pathable or not, the pathfinding obviously knows. And yes dox can walk up walls if you configure the wall to be "flat ground", that's what "mergable" seems to mean.
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  18. Zainny

    Zainny Active Member

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    Can someone point of the plateaus for me in the images?

    Also, if these images are examples of hand placed features, why are there numerous visible cracks running underneath mountains/hills (see bottom right of first picture, bottom & top-left of second picture) in a glitchy/unrealistic manner?

    To me these maps actually generally look glitchy/broken.
  19. squishypon3

    squishypon3 Post Master General

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    Most likely someone just throwing together a map, rather than really thinking about it.

    Difference between an amateur and professional map designer. (Unless I'm assuming wrong?)

    I think every map designee starts out with small basic maps and eventually builds up to something amazing. Even afamed designers like @superouman had to start somewhere. :p
  20. Zainny

    Zainny Active Member

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    Maybe it's just me. I just expected that there wouldn't be clear and obvious glitches when jables initially wanted to highlight how these are examples of maps with hand placed features, show off the power of the new system editor, and stuff they've been playing on and wanted feedback on.
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