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Old 03-28-2015, 04:54 PM   #16
iNfraNe
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Another bump! Added a lot to the first post. Let me know what you think!
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Old 03-29-2015, 04:53 PM   #17
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I like the Rifleman model :) terrain looks good
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Old 03-30-2015, 08:33 PM   #18
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Thanks. I didn't make the rifleman model tho! I've been using it for so long now that I don't even remember where I found it :) Have to look that up to give some credits.
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Old 03-31-2015, 05:39 PM   #19
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That's TurieL's Rifleman Elite. One of my all-time favorites.
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Old 04-03-2015, 09:39 PM   #20
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Ah yes, I remember :)
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Old 04-04-2015, 01:00 AM   #21
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This is now my favorite :)
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Old 06-21-2015, 08:53 PM   #22
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New screenies! Let me know what you guys think!
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Old 06-22-2015, 06:31 PM   #23
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Ah, that looks fantastic. I'm quite excited to try this out, considering I never even tried Elimination Tournament. I've heard great things though!
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Old 09-05-2015, 08:54 AM   #24
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Another update. This thing is getting close to completion :)

Here's some screenies.
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dev7:
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Old 09-05-2015, 11:09 AM   #25
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Really looking forward to release. Though if I may say so, the underground/crypt area looks very barren and could use some random doodads, unless that's intentional.
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Old 09-05-2015, 12:19 PM   #26
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What kind of doodads would you like seeing? I'm having trouble finding anything that would make sense / fit to the theme. If you have any suggestions, they're more than welcome!
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Old 09-05-2015, 06:47 PM   #27
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Some debris, fallen rocks, things like that. What sort of location is it? If it's a creep you could go with bones, tombs, things like that. Generally you could go with wall torches, altars, statues, archways, and maybe some different tiles to break up that ground because it's a bit monotone.
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Old 09-05-2015, 08:26 PM   #28
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Thanks for the suggestions. I'm adding statues in later rooms. Will think about the rest :) The tiles are actually doodads (the stairs but with z-height : 1), so adding different tiles might become a bit complicated. Maybe I'll add some fountains or other water stuff. we'll see :)
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Old 11-10-2015, 02:36 PM   #29
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A bit of an update. I don't have much to show because I have been mostly working on the code, and not the terrain. The code I have been working on is shown in the two new screenies. It is a totally functional 2-floor system. The method makes it completely possible for players and/or AI units to walk underneath the second floor, even when another unit is directly "above" them.

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Name:	sweet second floor system.jpg
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Name:	two floors.jpg
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Old 11-10-2015, 04:04 PM   #30
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Quote:
Originally Posted by iNfraNe
It is a totally functional 2-floor system. The method makes it completely possible for players and/or AI units to walk underneath the second floor, even when another unit is directly "above" them.
Woah!

You must have completely reimplemented all unit movement? How does this reflect the pathing map, do you have to make sure every level has the same pathing map? Is it locked only to two floors or can you go crazy?

You be cray.
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