[Map Editor] Anticloud Ground |
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Here I present my idea for the creation of a new ground: What is an Anticloud Ground? - The anticloud is a ground that collides with mice, yet cannot collide with spawned in objects. - It is something that already exists, but it is a confusing concept. Why create a new ground if you can have the option to disable the ability to collide with objects? - > [e2] [Atinesta] The anti-cloud does have the tendency to be confusing, especially for newer Shamans to encounter unless if it's proven to be able to collide or have objects attached to it such as spawned items." - Also, sometimes this is hard to understand if the Shaman doesn't see the warning, such as a ball dropping through the anticlouds. What is the idea behind the use of a Anticloud Ground? - A Mapmaker sometimes need to think how to improve his maps, and think how he can make a new challenge. The idea of a ground that not collide with objects is amazing to make it happen, but it is also frustrating because the Mapcrew doesn't approve the idea, the motive is always the same "will be confusing for new players." - Creating a new ground could solve the problem, and show a new possibility to create new maps using this concept. WARNING: Please, don't confuse "anticloud" ground with cloud ground. What does the new ground look like? - I've created 2 examples of how the ground can be: The grid The mice are light enough to balance theyself on top of the grids, but objects are inanimate, so they do not balance and have a reason to pass through the ground. - Version 1 - Version 2 Basic properties: - And if every kind of ground has your "anticloud version"? Will be an option for the ground: When you enable this option automatically you disable "Collision with shamans object" Supporters Supporters from BR Topic: Total: 30 Atinesta, thanks for the corrections and help in creating the topic. :P Ninguem, Thanks for the original idea, and for the idea of the ground to be a grid. :P Aqui apresento a minha ideia para um novo tipo de piso: O que é um piso Anticloud (Anti-nuvem)? - O anticloud é um piso que colide com os ratos, porem objetos shaman não colidem nele. - O conceito já existe, porém é muito confuso para usar. Por que criar um novo piso sendo que tem a opção de desabilitar a colisão com objetos de qualquer piso? - > [e2] [Atinesta] "Os pisos que fazem anticloud tem a tendência de ser confuso, especialmente para Shamans novatos, que se não for avisado que o piso não é colidível com objetos Shaman, não vão entender. - E, as vezes é difícil de entender o conceito se o Shaman não ver o aviso, que pode ser uma bola caindo e atravessando as anticlouds. Qual é a ideia por trás do uso dos pisos Anticloud? - Um criador de mapas as vezes precisa pensar como melhorar seus mapas, e pensar como ele pode criar um novo desafio. A ideia do piso que não colide com objetos é incrível para isso acontecer, porém é também frustrante porque a Mapcrew não aprova a ideia, o motivo é sempre o mesmo "Será confuso para novos jogadores." - Criando um novo piso pode resolver esse problema, logo que os jogadores terão a ideia que o piso não é colidível com os objetos shaman desde o início, e também mostra a possibilidade de criar novos mapas com esse conceito. AVISO: Por favor, não confunda o piso Anticloud (Anti-nuvem) com o piso Nuvem. Como este novo piso vai parecer? - Eu criei 2 exemplos de como o piso pode ser: A grade "Os ratos são leves o bastante para se equilibrarem em cima das grades, mas objetos são inanimados, portanto não se equilibram e teriam uma razão para atravessar." - Versão 1 - Versão 2 Propriedades base: - E se todos os pisos tivessem sua "versão anticloud"? Soaria como uma opção para os pisos: Quando você ativar essa função, automaticamente você vai desativar "Colisão com os pisos" Suportes Suportes do tópico BR: Total: 30 Atinesta, obrigado pela ajuda na criação do tópico, e nas correções do texto. :P Ninguem, obrigado pela ideia original, e pela a ideia do piso ser uma Grade. :P Dernière modification le 1490633820000 |
Pratton « Citoyen » 1487991600000
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wowowowowow awesome support |
Okpatinhos « Citoyen » 1487991720000
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wow I support this idea,good for the mapmakers! |
Viniciusdara « Consul » 1487992080000
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/support |
Reppam « Censeur » 1487992560000
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/support Nice topic, this have to be accepted |
Dirtymel « Citoyen » 1487992620000
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Support |
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/support |
Anthonyjones « Censeur » 1487999280000
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Support I want thing #spiritual and #divinity would better anti-cloud as well... Hope this will take future atm. Edit: Oops I forget thing... "Cloud ground" are not need anti-cloud... Well It cloud ground has both uncheck collision with mice and ground during anti-cloud. Just reminder of thing please careful don't let confused of "cloud ground" with anti-cloud. I don't know about water would anti-float? I just wonder... Dernière modification le 1487999700000 |
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Anthonyjones a dit : Thanks for warning \o Thanks everybody. |
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That'd be cool if it gets implemented in the game!! /support |
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/support |
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Edit: Example 1. now is a Grid |
Plankcaked77 « Citoyen » 1488047340000
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/support |
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sup sup sup |
Jittercritter « Censeur » 1488067920000
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/support |
Winterflurry « Citoyen » 1488085080000
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/support |
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WOW /SUPPORT |
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Edit: add Supporters list |
Censere « Consul » 1488138960000
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/nosupport I see that you have put a lot of effort into making this topic and that it is a well-supported idea, but in my opinion making an entire new type of ground skin for a function which can be easily created with modifying a normal ground and just using a prespawned item to show that it does not collide with grounds isn't really worth it in my view. What I usually see is that if a nob shaman encounters an anticloud in a P4 or a P8 and they don't know what it does, they're also too new to actually understand how to build successfully on the map. On the other hand, if there's an anticloud map with a more experienced shaman, they'll quickly realise that the ground doesn't collide with shaman objects because they most likely have more experience with the game and building- thus there is no need for a new ground to distinguish the anticloud function. This just basically makes me think that creating an entire new ground just for newer players to recognize that it has different properties is a bit pointless due to the fact that they'll probably not be able to understand the game physics to build around the map in the first place. Dernière modification le 1488139020000 |
Shadowtrophy « Citoyen » 1488519540000
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I think I'll just stick with the experiment-with-colored-cloud-grounds-while-being-sham to see whether objects can pass or not. Might be also a lot to memorize for everyone with the new colors, even if it looks similar. |