Discussion in 'Planetary Annihilation General Discussion' started by Killerkiwijuice, November 20, 2014.
Sure. You could also just go into the system editor and delete the planets you don't want.
This shouldn't be any more resource-intensive than a normal planet, though - there are only 14 brushes total on a radius 700 moon. Believe me, if you needed a supercomputer to run this system I couldn't play it
Not really mutually exclusive is it to start a new thread and drop a few screenshots in the screenshot one?
it's crazy to me that the ring + inner moon planet work on both layers. I love that.
my favorite moment is when you send the t2 bombers down. felt just the same way for me as it felt to you.
Coming along nicely.
How do people feel about a test game tomorrow at 5 PM GMT (noon EST, 9 AM PST)? http://strawpoll.me/3045723
If you can't make it, let me know if there's a time that would work better for you.
Looks friggin' awesome! I think I'm gonna have some kick *** backgrounds with what you're making BTW I voted on the poll, I can make it.
Here's the finished map. Thanks to everyone who helped playtest it.
To get the system, unzip the file, go to System Editor in PA (PTE only) and import the .pas file.
Awesome, i'm going to host some games with this now!
Guest you need to start taking commissions for these systems or something, you could make millions!
And I'll definitely try to make it to the play tests tomorrow.
LOVING COLLISION CUBE!!!
Metal planet which name I forgot also looks terribly awesome!!
Unless you don't know what a commission is? As in an artistic commission?
We just did some play testing with this on the RLM TS and whoa Nelly do pathing problems abound. It was fun for sure but I can't see any serious gameplay emerging from these. The donut is now much worse pathing with the new arms and the laser planet is also very difficult. Units get stuck constantly on the elevated terrain and forget about any area build commands!
Thanks for the feedback. I've observed that air fabbers have difficulty building mex close to the edges of the ring, but I may have put some spots a bit too close nonetheless. As for area builds, if you're referring to blueprints being placed too close together there's nothing I can really do about that besides making the inner core less distant from the actual radius.
When you refer to pathing problems, do you mean units going to the wrong place / taking the wrong route, or do you mean that they get stuck in places?
The World of Tomorrow system is more of a proof of concept than a competitive map. As a system it's not particularly well-designed; there are too many large spawnable planets and probably too much total metal. My goal was less about making good gameplay and more about demonstrating the capabilities of the system editor, which I think has been pretty well achieved.
I plan to be a lot more subtle with how I use these tools in future maps. I think there is a great deal of potential for interesting multilevel gameplay on planets that are heavily modified, but not as utterly mutilated as most of the stuff in this thread.
Best thing is, now uber knows it is possible, they might do some optimization for stuff like this
Can someone host games with this ?! ALso how did you get that background of the solar system picture? looks cool
You can download the map and host yourself
Everytime I host anything noone joins...
WOOT! finally figured out how to do it..
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