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  • [Game] New grounds
[Game] New grounds
Viniciusdara
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#1
  9
New grounds for the map editor

Well, clearly the mappers have some difficulty to solve some problems they find in the map editor, but most of them insist in saying that new grounds would solve it.

This idea is based on old messages and maps made by other players and myself.

Cactus Ground

The Cactus ground would kill the mice instantaneously when touched, differently of the lava ground with high restitution or the AIE parameter.

The Cactus grounds would have restitution 0 and would depend on a parameter called autokill="", i.e., this parameter could be used in other grounds, like lava, sand, etc...

https://i.imgur.com/lLvBBnb.png



Based on Fxie's map.
Edit according to Ninguem's post in #3


Street Ground

Many mappers have difficulty to create treadmil grounds and to make it noticeable. The idea is to have a ground to highlight the treadmil effect. It would not come with arrows or joints, it would be something the map maker would need to deal. It would just be an esthetic ground, just like the earth and the sand.

https://i.imgur.com/qtb0NkP.png

https://i.imgur.com/iQBdlLk.png


Based on Israelwoods's suggestion


Glass Ground

The glass ground would bring a new mechanics for the game, it would break / be removed once something touches it (player or object). This would improve most of the shaman categories and mostly te mechanism maps.

https://imgur.com/Zl4GEIc.png

https://imgur.com/8rTe92J.png



Idea based on this old suggestion: Link


Glass ground functionality


Just like the cactus ground, the glass ground would come with a parameter and we could remove / put it in other grounds.

The parameter could be touch="0,0,0,0,0,0"

Being "0,0,0,0,0,0" the following values, respectively

Shaman
Mice
Rune
Balloon
Cannon
Throwable consumables


So, if you want the ground to disappear once a cannon touches it, you need to change the value 0 (false) to 1 (true) in the cannon part, so it would be something like touch="0,0,0,0,1,0".

Demonstration and perming a map with this feature would depend totally of the map maker and mapcrew.

Would be nice to link the effect to all the grounds linked with a joint in the targeted ground.


Big grounds and animations


Cactus ground

https://i.imgur.com/blKFlBL.png

Street ground

https://i.imgur.com/l4xEsXk.png

https://i.imgur.com/a5E464a.png

Glass ground

https://i.imgur.com/obSqiaZ.png

Glass ground animation

https://i.imgur.com/s2U6SO9.png


Drawn by Ratufufu


Kazray
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#2
  0
One problem... large crates with the glass skin... literally look the same as glass ground.
Grimmaro
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#3
  1
It looks like all of these grounds are already possible to do more or less in the map editor using joints and seems to me that this is more for convenience than actual new grounds. The only ground that I would consider somewhat new would be the glass ground with a new weight parameter and I really do like the idea of it. I think with a ground like the glass, we really need to keep it consistent given the unique properties of the ground, it would prove to be rather confusing if every map with glass had different settings and different weight thresholds, thus we shouldn't add too much customizable settings and having a universal threshold until it shatters would be ideal.
Evil
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#4
  1
Well,It looks interesting but also weird.
/halfsupport
A_random_rat
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#5
  0
/half support
Miroslavchik
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#6
  0
I liked the glass idea.
support
Nat_a
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#7
  0
/support
Nectarinel
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#8
  0
I like these ! They would be neat and useful additions in my humble opinion ^ω^

/support
Guiqueijofgf
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#9
  0
/support
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