What makes TTR TTR?
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08-21-2005, 02:39 AM
Post: #23
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RE: What makes TTR TTR?
Quote:Map sizes: This is just part of Torque. The maps extend on infinitely in all directions. While some efforts can be made, it isn\'t reasonable to expect a map that works with 128 players to work with 4, or a map that works with 4 to work with 128. While I can do some magic script-foo, the most I could handle would be to get maps to scale well from, say, 4 to 8 or 8 to 16. Small changes like that. There is a solution for this that I\'ve been yelling for years. What you do is tell the game to get a count of how many players there are at the end of a round. Based on how many players there are, a certain set of maps open up to be used. I.E. IF there are 6 people, Himmel\'s Fahrt opens up and everything else closes. If there are 20 people, Market Garden opens up and every other small map closes. This way you\'ll never have 4 people only playing market garden. Tomcat, there was never really close air support the way you think of it. Planes weren\'t just used that way. If they were near, they might help, but it\'s a small chance. However, there were a lot of Forward Artillery Spotters. |
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