[SUGGESTION] Heavy Shadow Maps

full usage dynamic lighting maps...

Might we see maps featuring 1. knee-level fogs/mists and 2. dynamic & deep shadowing?

I think it would be inordinately cool to fight amongst such terrains/environments. Was there any experimentation done with such?

1,330 views 8 replies
Reply #1 Top

Interesting idea, but I'd prefer even more to see maps with multiple elevation levels, and when you're on one level you can't see the other (unless an allied unit is there).  There'd be fun ways for players to take advantage of elevation in that case.

Reply #2 Top

I think both of your ideas are good ones, and they should definetly do it. Heres to hoping we get mod tools :beer:

Reply #3 Top

*Did* the developers try anything along these lines?

I can understand an avoidance of non-flat terrain for the sake of playfield occlusion... you wouldn`t want to obstruct the action with the very terrain the game takes place upon.

Reply #4 Top

I made my own map :D

 

Reply #5 Top

That'd be a short game, haha.  I was actually thinking of something similar only with a platform in the middle with an exp flag and no towers and a narrow bridge from each of the four directions going into the middle.

Reply #6 Top

i'd actually think it'd be cool if they made maps specific to each demigod.  like a homecourt as sorts.  rook's could look like a castle, sedna an arctic shelf, UB sand dunes, etc etc

Reply #7 Top

I don't know about fog and such, but the reason for the flat terrain is due to technical limitations in the game engine.  It seemed strange considering the terrain in SupCom, but if I remember correctly it had something to do with how DG maps are made, that a lot of the map is modeled and such.  I remember Scathis explaining it but that was a long time ago and I can't find the thread.

Reply #8 Top

I think it was (partly) to do with ranged units trying to shoot through things they can't...

 

:fox: