Modding is in!|||Grooovy|||Well.... DAMN!
Tile based mapping is a shot from the past since TA did it, and did it well. It also worked fairly decently. Assuming they improve on that system, them oh yeah, it will so be on.
As far as modding goes, god I hope they get full blooded better than FA's modding support in. Cause if they do, then I will have no reason NOT to buy the game, I will have no reason to complain about the game... and yes, possibly, a return of CT being my favorite game designer.|||It sounds like they are learning from their mistakes of SupCom 2|||Gleeeeee!|||Mod support + tile based mapping the way I loved it in AoEII?
...
|||Big yes to mod support and tile based mapping! Even bigger yes if it comes with a map editor anyone can use!|||YAY, modding!I'm not sure what to think about a tile based map editor. I would prefer a heightmap based system because it allows for more creativity but I can also see the difficulties this would create for an editor. Maybe we can make our own tile sets...
Anyway, everything is better than no editor!
also Rasti that pic is perfect XD|||I can openly say that my hope is being restored.
I'm still harboring some doubts, but the outlook is good again.
I'm still waiting to hear more about exporters and such for modeling before I get toooo excited, but I'm glad they are working this stuff in at this stage, instead of at the last minute or something.
Mike|||Addition to SupCom 2 with the same engine of it?|||gsusfrk|||OrangeKnight|||OrangeKnight|||gsusfrk|||seiya|||As everyone else has said: this is awesome news :). After all, modding is how we've ended up with:
-Team Fortress
-Counter Strike
-Supreme Commander 1 (In that it was TA+community mods+graphics+polish)
Regarding CS and TF: both of these started out as community mods which ended up making ValvE a lot of money. I'd love to see that happen to someone as innovative (RTS wise) as CT. TA was (and compared to other modern RTS's, still is) highly innovative and it would be a great shame if it's combat model* didn't continue.
*By combat model I mean the drain economy, infinite resources, simulated projectiles and lets not forget true 3D line of sight.|||DOTA, you forgot DOTA. The king of all mod-to-game titles.|||BulletMagnet|||not dota itself but Demigod, Heroes of Newerth, League of Legends|||Tile maps = WIN*
Modding = WIN
Peeking into conferences = WIN
*Highly reminds me of wasting away months in tak's tile mapping system. It has benefits which are that you can quickly and easily create maps in minutes. downside is that you're tied to the same tiles.
I Hereby demand that we get tools to import our own tile pieces into K&C map editor. Why? It means that key modellers/exporters can import new tile pieces for mappers to play with, but also has the possibility of creating massive one-tile maps and importing them into K&C map editor. And/or cutting said hand-moddeled map up and importing the pieces.
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