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Mace

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Everything posted by Mace

  1. Hey!! I thought we had the place fumigated for Gaylords? Justicar!!! Get on the phone and demand our money back!!! Mace
  2. There can only be one. :mad: :mad: Curse you fools and your CM-carrying computers. :mad: :mad: Curse my in-laws and their CM-less computer. :mad: :mad: Curse everything!! :mad: :mad: </font>
  3. There can only be one. :mad: :mad: Curse you fools and your CM-carrying computers. :mad: :mad: Curse my in-laws and their CM-less computer. :mad: :mad: Curse everything!! :mad: :mad: </font>
  4. My little voice is in my head, and it just keeps repeating 'kill'. But I'm too lethargic to pay any attention to it. Mace
  5. And vegemite on the toilet seat, don't forget that! Mace
  6. Polyurethane and haggis against naked skin?!! Think of the possibilities!!!! Mace
  7. Only if your clothes are made entirely of fire ants. </font>
  8. Well since we don't normally eat a sheep's stomach, it's not being wasted. btw I had a small portion of Haggis once. It wasn't that bad. Mace
  9. OMFG! Andreas has been possessed by the ghost of Dalem!!!! Mace
  10. *looks up from his newspaper, across to the arguing cesspoolers* I think 'idiot' goes without saying! *rustles papers, then goes back to reading* Mace
  11. *stares at the most obvious place* Nope, can't see it. Mace
  12. I'd hate the car body shape because it's made out of tiles that are restricted to a narrow range of heights, and the process of starting the car is a bit clunky. If I have two issues with the current game not related to gameplay, it's the tile based terrain generation system and the unit selection interface. For a terrain generation system, I'd prefer a system for assigning contours heights then drawing them free hand, with snap to grid available if needed. Rivers, creeks and lakes would be represented by filling low terrain up to a nominated contour height with a 'water' volume, with the option of turning the volume on and off in isolated low spots. Ground cover would be selected from a palette and sprayed or painted onto the contour layer (Let's see, I'll have mainly grass cover but with a rough/grass mix over here...) Roads and rail lines will be on another layer and can be drawn free hand on the map and can be nominated to either follow the terrain contours or remain at a set height (want a bridge across the river? no problem. A rail line cutting through a hill...easy). Again these 'transport' lines can be selected from a palette (trail, track, rail line, unsealed narrow road, sealed narrow road, sealed double road, sealed double road, paved single road). Again snap to grid is available if you wish to draw a straight road from point A to point B. Buildings (with or without pavement) can be placed and orientated at any angle. All terrain elements can be right clicked so that attributes can be turned on and off (I'll have this building on fire, this bridge demolished) Vegetation would be another 'sprayable' or 'painted' element that can be selected from a palette. The terrain elements in the palettes would be dependant on which part of the world the battle is taking place (ie a map for a battle in Northern Africa would have different terrain palettes to one in say Italy) Oh and some destroyed vehicles/AFVs would be good as map doodads. I'd actually be happy to forego automatic map generation for this functionality. Hmmm, I think I just finished my first CMx2 Terrain generation Users Requirement Document. I'll think about the unit selection functionality later....I've got a headache. Mace
  13. Then...why'd you ask? bloody banana benders. Mace
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