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  • [Map Editor] Anticloud Ground
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[Map Editor] Anticloud Ground
Ae_86
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#21
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/support
Ikke
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#22
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Censere a dit :
/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.

Isn't specifically a new type of ground skin. Thats why I've created 2 examples of how the ground can be, the most supported is the 1st one, The grid. The main problem when you're using a prespawned item to show it is that sometimes the shaman is away from monitor and will try to build using this ground how a support.
The grid ground can and will help to understand better the idea that you can't put a obj sham there and it will be fair enough for nobs and experienced shamans to build successfully the map.

Shadowtrophy a dit :
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.

Thats why I've created 2 examples of how the ground can be. Using the The Grid Ground version won't be necessery memorize everyone of new skins of grounds. :P

UP!

Dernière modification le 1490633520000
Flatout_hack
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#23
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/support
Moostas
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#24
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/support
Sense
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#25
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/Support
Up \o/
Baby
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#26
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/support
Swim
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#27
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Quality thread with a good idea

/support
Kimsterjay
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#28
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Good job on making the thread Raique, looks good in my opinion. But what would this make the other maps in the P4 category with this concept be? Would they all get de-permed, or can they be switched to an anticloud?

Dernière modification le 1502079420000
Ikke
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#29
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Kimsterjay a dit :
Good job on making the thread Raique, looks good in my opinion. But what would this make the other maps in the P4 category with this concept be? Would they all get de-permed, or can they be switched to an anticloud? I really the idea but I am gonna have to half support.

Indeed, you have a nice point.
Long time ago, when we had some changed on editor, the Mapcrew switched some wood grounds to grass or earth grounds and was easy, but now we have 1000 maps P4'ed at least (same with P8) and will be hard go through all of them to check if there's some ground that have to be switched, so probably they will be left as are.
Kimsterjay
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#30
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Ah, okay. I like the idea though so I will support ^^
Ikke
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#31
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Kimsterjay a dit :
Ah, okay. I like the idea though so I will support ^^

:p Thank you and everyone.
Grimmaro
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#32
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I actually like the transparent grounds we use nowadays, much more than a grid, simply because they help represent that the ground is "hollow" in a sense. I feel like having a grid or even a full solid looking ground would be much more confusing, especially since most people already know this ground to be transparent or hollow when encountering; also if we kept the hollow grounds, the map crew wouldn't have the tedious task of redoing a ton of maps!

All-in-all I don't see why anticlouds have to be introduced to the editor when it is so easy to make, but if you're making a map that is full of grounds, having an official anticloud ground would allow you to register the ground as one, instead of two. I will go half support
Bishomilad
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#33
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/support
great idea
Ikke
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#34
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Grimmaro a dit :
I actually like the transparent grounds we use nowadays, much more than a grid, simply because they help represent that the ground is "hollow" in a sense. I feel like having a grid or even a full solid looking ground would be much more confusing, especially since most people already know this ground to be transparent or hollow when encountering; also if we kept the hollow grounds, the map crew wouldn't have the tedious task of redoing a ton of maps!

All-in-all I don't see why anticlouds have to be introduced to the editor when it is so easy to make, but if you're making a map that is full of grounds, having an official anticloud ground would allow you to register the ground as one, instead of two. I will go half support

You're right about everything that you said above, but the main problem with our current anticloud grounds is that some new players don't know the difference between a normal ground and a anticloud, also mapcrew have reject a lot of maps that are using anticloud because will be hard for newers know how will work that.
Boucharma
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#35
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/support
Ikke
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#36
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I will add all supports later.
Thank you al!!
Coreful
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#37
  1
/support !
Hmiida
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#38
  1
/support, i like the thread's quality too!
Admiire_me
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#39
  0
/support this it's a good idea
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