Will there be a map editor released to the players for Multiwinia? Or is there some way to enable an editor currently built into the game?
Ignoring anything that beta testers may or may not have access to.
Map Editor
Moderators: jelco, bert_the_turtle
For the record, I expect to have a modlist-esque website up in time for the first map/mod release.
Since evil trees are already pre-placed on some maps, will some powerups be permanent and on the map at statup? (i.e., anthills as a terrain feature like trees?)
Also, WEATHER! Kudos to IV for adding in lightning bolts of death and tornadoes. Will there be other forms of Darwinia "weather" that we can use for maps, or are they a feature of code above and beyond the intended map editor?
Also, WEATHER! Kudos to IV for adding in lightning bolts of death and tornadoes. Will there be other forms of Darwinia "weather" that we can use for maps, or are they a feature of code above and beyond the intended map editor?
- The GoldFish
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From experience with Darwinia and such like, the following things are likely;
a) The weather systems will be limited to what you can see in the IV levels. You'll probably be able to include the flags which turn these on and off with any level you create (and possibly even combine them in new wierd ways)
b) Odds are, you'll be able to include ants nests, evil trees, power ups, viral units, additional starting troops and other random buildings (maybe even some spam, not that you'd probably want to, spam is hardcoded to only attack certain teams last I checked) in your maps via buildings and instant units, which are apparently still part of the map structure - however, these things may result in sync errors because they might not have had their behavoir sanitised to work with Multiwinia, so, that might not be so hot. Some things may also be auto filtered out, just as Darwinia used to filter out instant units that were outside of it's team range.
I should point out then, that there is the POSSIBILITY for an awesome new game mode, where all the players could team up to fight off the Evilwinians and Futurewinians, in a sort of Quake 3 style cooperative demi-campaign.
a) The weather systems will be limited to what you can see in the IV levels. You'll probably be able to include the flags which turn these on and off with any level you create (and possibly even combine them in new wierd ways)
b) Odds are, you'll be able to include ants nests, evil trees, power ups, viral units, additional starting troops and other random buildings (maybe even some spam, not that you'd probably want to, spam is hardcoded to only attack certain teams last I checked) in your maps via buildings and instant units, which are apparently still part of the map structure - however, these things may result in sync errors because they might not have had their behavoir sanitised to work with Multiwinia, so, that might not be so hot. Some things may also be auto filtered out, just as Darwinia used to filter out instant units that were outside of it's team range.
I should point out then, that there is the POSSIBILITY for an awesome new game mode, where all the players could team up to fight off the Evilwinians and Futurewinians, in a sort of Quake 3 style cooperative demi-campaign.
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
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