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 More complicate path

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loop.exe
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PostSubject: More complicate path   Tue 12 Apr - 20:23

An other idea from ZAF. I know it's harder since half the map is destroyable, but I would enjoy a better terrain (meaning: will trenchs, smaller roads etc...))
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Andx667
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PostSubject: Re: More complicate path   Tue 12 Apr - 20:43

it would increase loading time and mapsize and lagg
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Namorax
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PostSubject: Re: More complicate path   Tue 12 Apr - 20:48

Try it yourself on a small map (50x50). Then try the same with a LARGE MAP!!! (250x250)...
You need to be a very good terrainer with a lot of time to spare if you want a terrain like Zaf has.

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PostSubject: Re: More complicate path   Tue 12 Apr - 23:49

Honestly, ZAF is an okay game...but lets not take what little good things it has, and make them a part of RC.

Variety is what makes WC3 playable. If every game is the same, why play?

(just my opinion)

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PostSubject: Re: More complicate path   Wed 13 Apr - 12:28

Refused:
1-Pathing blockers are hard to implement until I remake the whole terrain.
2-I tried like 10 times to implement ZAF's trench (the models are in the same pack than bunker and hangar :p) without success.
3-To make trench work, ZAF use invisible pathing blockers (a lot). People with old/cheap CPU/video card already have some lags with RC601. No need to overload them again. (ZAF has like 35000 doodads/destructables, which is awesome (NOTD and RC601 have less than 7K)
4-More pathing blockers etc. = creeps will move slower. I'm not sure it's a good idea.

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