| 09-02-2008, 04:15 AM | #1 |
I'm developing some sort of system which prevents units climbing up steep cliffs, but it seems like it would be overly complicated (especially it getting in the way of issue orders and occasionally the hills in the camera) but it would provide "prettiness" to the terrain and allow the use of fabled cinematic-grade terrain. So, would you prefer hills which slide units down them or cliffs which are WC3's normal 90 degree folds in terrain? |
| 09-02-2008, 04:20 AM | #2 |
I would prefer cliffs, unless the slippery hills are part of a gameplay mechanic or something. You could put pathing blockers on hills, but Blizzard cliffs > amorphous blob terrain any day. The exception to this being that slopes are a much nicer transition to water than cliffs. |
| 09-02-2008, 05:20 AM | #3 |
I most certainly like hills a lot more. You can make them rather steep if you want, too, you know. |
| 09-02-2008, 06:23 AM | #4 |
Cliffs are better than hills for gameplay purposes anyday. Hills are better if you just want pretty terrain. I dont think the poll applies to me since I belive each has their own uses. |
| 09-02-2008, 08:18 AM | #5 |
You don't need a system to check when a unit is going up a hill too steep. Just put pathing blockers. |
| 09-02-2008, 08:24 AM | #6 |
The system is to make it so you can push people down cliffs or make rocky slants slippery. |
| 09-02-2008, 02:43 PM | #7 |
Doodads anyone? (Voted hills) I made a little gravity slide system a while back. Basically it meant that if you got caught in a pit, you're screwed. |
| 09-03-2008, 04:42 AM | #8 |
hills in wc3 are ugly, the ground polys are to big and i like having sheer, nicely textured cliffs. hills have a purpose but unless its for game play I'd just use cliffs. Aom is has really nice terrain, its all based off a medium poly deformable mesh. |
| 09-03-2008, 05:10 AM | #9 |
Although the terrain is nice to look at, I feel the entire game (how it plays, how it feels, is it enjoyable) plays the most part in a map. I would worry more about game mechanics than terrain. That being said, if you think hills where units can be pushed down are more important than cliffs units fall off, go for it. But if its the other way around, go with the native cliffs. |
| 09-03-2008, 12:10 PM | #10 |
Hills are better IMO. It makes terrain look cooler than cliffs. But totally it depends on your map. |
| 09-03-2008, 02:24 PM | #11 |
Blizzard cliffs are unatural, disallow tiles around them, and enforce a certain tileset in a (minimum) 2-block area of ONE tile type... of which there are two to select from. Furthermore, they can brake, and cause problems with some types of spells, and make for graphical illogicies. |
