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Old 07-02-2009, 05:09 AM   #151
Rising_Dusk
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Updated to 'v' to fix some serious balance problems in L2 and do some cutesy stuff elsewhere.
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Old 07-02-2009, 08:21 AM   #152
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Terrain is okay, Checking map later. I will hopefully give a good review later on.
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Old 07-02-2009, 03:43 PM   #153
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People are spoiled by all of these pretty terrains that get posted in the gallery. Unfortunately, no one cares that most, if not all, of the techniques used in those are impossible for themed, playable, and designed terrain at the in-game camera angle.
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Old 07-02-2009, 04:01 PM   #154
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Meh. The terrain here is certainly above playable map standards.
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Old 07-06-2009, 05:42 PM   #155
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Quote:
Originally Posted by Rising_Dusk
People are spoiled by all of these pretty terrains that get posted in the gallery. Unfortunately, no one cares that most, if not all, of the techniques used in those are impossible for themed, playable, and designed terrain at the in-game camera angle.

True, but if you ever make a cinematic they are very useful. Playable terrain is something completely different though; I can't seem to do it as well as I do gallery stuff.
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Old 07-06-2009, 07:57 PM   #156
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Quote:
Originally Posted by ~Void~
True, but if you ever make a cinematic they are very useful. Playable terrain is something completely different though; I can't seem to do it as well as I do gallery stuff.
Cinematics shouldn't have a locked camera angle.
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Old 07-06-2009, 10:00 PM   #157
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Cinematics also require much more dynamic terrain than gallery shots. Your terrain in both playable and cinematic cases requires that it look good from all angles and is also playable from the in-game angle. This really limits the level of above-floor-level detailing you can put without obscuring the area units must traverse.

This also forces you to deal with nasty clipping issues due to the nature of many WC3 and imported doodads.
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Old 07-06-2009, 10:15 PM   #158
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Quote:
Originally Posted by Rising_Dusk
Cinematics also require much more dynamic terrain than gallery shots. Your terrain in both playable and cinematic cases requires that it look good from all angles and is also playable from the in-game angle. This really limits the level of above-floor-level detailing you can put without obscuring the area units must traverse.

This also forces you to deal with nasty clipping issues due to the nature of many WC3 and imported doodads.

That's true, but it's similar, whereas playable terrain is almost completely different.
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Old 07-07-2009, 12:48 AM   #159
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Quote:
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That's true, but it's similar
When it can be is but a small subset of all cinematic maps, however.
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Old 07-08-2009, 08:43 AM   #160
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It seems that I'm not able to get through the rolling stone door in level six after the flame lord has been defeated and I have the red key.
Is this a known bug?

Edit: Have tried 3 times with 3 different heroes and different approaches, but I'm stuck there.

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Old 07-08-2009, 10:51 AM   #161
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That's because level 6 is currently the last level.
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Old 07-08-2009, 05:17 PM   #162
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Yeah, level 7 is still in development, so I have it and all levels after 6 disabled. This isn't a bug, it's intended for this version. You'll see a big "Level 7 has been opened up to players!" or something in the change log when it's active.
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Old 07-09-2009, 04:30 AM   #163
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Quote:
Originally Posted by Rising_Dusk
Yeah, level 7 is still in development, so I have it and all levels after 6 disabled. This isn't a bug, it's intended for this version. You'll see a big "Level 7 has been opened up to players!" or something in the change log when it's active.

Great! Then everything is fine and dandy.
Very, very nice map!

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Old 07-11-2009, 09:46 PM   #164
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Quote:
Originally Posted by Rising_Dusk
Yeah, level 7 is still in development, so I have it and all levels after 6 disabled. This isn't a bug, it's intended for this version. You'll see a big "Level 7 has been opened up to players!" or something in the change log when it's active.

Other levels after 6? So the next version will unlock more than just 7? :D
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Old 07-12-2009, 03:55 PM   #165
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another suggestion to make it more playable for temas on bent:

Make a kind of "additiona-attempt-points". For every killed Boss the team gets 1 point. When a team dies and has such a point, they have a next chance in this level.

So for example a team could beat Boss 1-2, fail first attempt in Lv 3 and win in the second and has now 3 trials for Lv 4...

what do you think?
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