#Remove whatever the fuck was done to the start shading and the grid.

1 messages · Page 1 of 1 (latest)

jolly ruin
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Please remove whatever was done to the start so we can actually see to place buildings. Also so we don't need 2 grids that don't match eachother. Why did y'all do this.

deep dragon
snow thunder
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i halved its opacty now

worldly dock
balmy root
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Green/Red hurt the poor little eyes very much 😦

jolly ruin
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Look at how bad that is

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and im playing almost overhead. I cant imagine what it looks like for the people who play in FPS mode

north bear
dull cove
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Do the players consider this resolved?

Ano

north bear
dull cove
# north bear Propose an improvement

I don't know if there were any other reasons except aesthetics for the swap.
Worst case, revert it. Best case, get IceXuick involved and make it look better than ever

north bear
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What's wrong with it now? How should it improve?

"It sucks" is vague and will result in devs guessing at solutions.

dull cove
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maybe drop the saturation a bit so the colors are not as violent

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I also don't understand why some parts of it are more visible than others
Ok, now that I'm staring at it, there are animated waves going across it, which only brings more attention to it

balmy root
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other than the visual bug on cliff, it's much better on the eyes now

torn dirge
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Why was the grid added even?

west creek
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helps for planning buildings?

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I don't think the cliff is a bug either, it shows areas untraversable by bots

torn dirge
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Fair

balmy root
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that's nice once you know about it

novel idol
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Older uniform overlay was better, and build grid was available either way if enabled, whether built-in or via the widget.

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Also I have weird bug with player icons on the minimap, where I have flat block squares instead of colored player comm icons now, co I can't even say what players took what positions other than they have been taken.

novel idol
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On the extreme slopes this pattern fill look great, but on gentle inclines its just smearing this flat color that even interferes with the grid overlay.

jolly ruin
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what's the point of how it is now

jolly ruin
jolly ruin
west creek
jolly ruin
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and if it is it doesn't align with any other trasverability map

west creek
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it's a different resolution but it looks like it's measuring slope

jolly ruin
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that is not the same thing as where units can traverse

west creek
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so you're just being pedantic?

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it's showing areas that are too steep for bots to walk up, where the commander would presumably get stuck if you placed there

jolly ruin
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no it isn't lol

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commanders can walk up so much farther than what that map shows

west creek
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can you prove it?

jolly ruin
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Go play a glitters map

west creek
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I would never

jolly ruin
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and walk up the side of one

jolly ruin
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do it on any map lol

west creek
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the in game display looks about as permissive to me

jolly ruin
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it's not the same

west creek
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can you not see that it's a very close match?

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it may be rendered or calculated differently but this is clearly the intent?

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it sounds like you're just being contrarian

jolly ruin
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I wish I was on a computer so I could do an image analysis

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but you can see they don't match up

west creek
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like, what do you think is the more likely explanation? that striped lines appeared nearly exactly corresponding to the purple because of a bug? or someone wanted to show steep slopes and any rendering differences are due to differences in interpolation or resolution or something like that?

balmy root
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would make more sense to show where veh can't go and it would fix the issue with new players not knowing in advance when picking their spawn

west creek
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suppose you could show two colours or something

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this helps for avoiding the commander stuck thing though

jolly ruin
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one of them is leaving out information is the problem

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also, a different color would be much better than that shading

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striped pattern icky

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especially for players that are not playing overhead view

novel idol
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It doesnt show anything. It's just mapped vertically, so if the terrain is close to flat, it is smeared over it rather than being properly mapped.

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It looks fine really, but the way the flat areas are mired non-uniformly is rather bad.

jolly ruin
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the real issue is: what was wrong with the old one?

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but the grid looks fixed now? so thank God for that at least