I've seen some scenarios on Rage (and maybe also on earlier games), where you could move out of the map border and then teleport to the other side of the map. But there were some problems. The camera didn't move to the other side smoothly. See the picture:
We could make this better. Imagine if this whole thing would be 100% smooth, so that you wouldn't even notice the end of the map. See this mock up:
This would simulate a spherical a world (e.g. [small] planet) and enable nice possibilities for scenario design. The feature wouldn't be activated on every scenario, but it would be nice in many of them. You could for example play a melee with three players, where nobody would be the center one / in middle of two enemies.
I don't know how to code this, but I think it wouldn't be too hard. Many games has a similar thing implemented.
We could make this better. Imagine if this whole thing would be 100% smooth, so that you wouldn't even notice the end of the map. See this mock up:
This would simulate a spherical a world (e.g. [small] planet) and enable nice possibilities for scenario design. The feature wouldn't be activated on every scenario, but it would be nice in many of them. You could for example play a melee with three players, where nobody would be the center one / in middle of two enemies.
I don't know how to code this, but I think it wouldn't be too hard. Many games has a similar thing implemented.
Yes, I already thought about a smooth repeting of the map. It would be ery nice in some cases, when you want to make a "two-dimensional-round-map".
That's a very old feature request. It wasn't done because it was considered too tedious to implement. You'd have to change almost everything that works with coordinates to make the seam unnoticable. It might make sense to implement the trivial and obvious stuff to motivate other people to finish the tedious rest, but it very well might not.
I had actually implemented the graphical part and the simple object wrap once (i.e., ignore BorderBound and teleport out-of-map objects instead of removing them). But then I realized how much work it would really be and scrapped it.
Admittedly, I might have kept the code if we had had the distributed version control system back then ;)
Admittedly, I might have kept the code if we had had the distributed version control system back then ;)
Would indeed be very neat. Especially when there is three players in a melee as you said. =)
That is not really practically for scenarios in the Cofut style I think… Into this szens you had to deffend one side. With integration of your idea this will be really bad for szens into this style.
>The feature wouldn't be activated on every scenario, but it would be nice in many of them.
Maybe as a rule or scenario-preset.
good idea. so you have a round planet. if you dig deep enough, will you get to the other side of the planet? this could be fixed by a aquifuge (verry hard rock, like granit, only harder. not to dig, not to blast) which is verry deep. if you make it through this, youll get to the center of the planet :D
i see it coming... nograv. you could make sattelites surrounding the planet. :D
i see it coming... nograv. you could make sattelites surrounding the planet. :D
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