Geta-Ve:
Each base is going to have two spawn points, one on either side.
Like Kromano said, I did the cliffs with displacements. If you’re interested in getting the same look I did, read through these tutorials and they’ll be a lot of help. I used them both, and they served my purposes well:
Practical Cliffs
[http://interlopers.net/index.php?page=tutorials&id=16891](http://interlopers.net/index.php?page=tutorials&id=16891)
Advanced Displacement
[http://interlopers.net/index.php?page=tutorials&id=2119](http://interlopers.net/index.php?page=tutorials&id=2119)
I've also used a lot of vertex manipulation to get the different chunks that make up the cliffs to align properly and such, so you may also want to try that. Be careful with vertex manipulation on diplacements, though, as non-planar faces can invalidate them and you'll have to destroy the displacements and then undo your vertex edits to get the displacements back.
Mathiu:
So many cool ideas, so very little time! The entire canyon area needs a once-over to get it working a little more smoothly and add some features like you mention, but I simply can't do it right now because I have so many other things that need work. I hope to give the canyon some love by this time next week, though.
Kromano:
Get crackin' on that Escher map; I want to play it!
Sorry about the lack of updates, everybody, but school and family have been heavy on me this week and I didn't get a chance to do much more than work on the bases. I can't guarantee that I'll have even some rudimentary caves working by the next playtest tomorrow, but I [i][b]can[/b][/i] guarantee that you'll be able to play through the new bases and there will be more ramps to the upper levels of the cliffs so things aren't as frustrating for those on the ground.
I’ll have a slew of new screenshots and an updated map download by game time tomorrow.
Final note:
Yesterday while I was testing the map, I opened up the internet server list and found some random server with 30 people playing my map. It told me a hell of a lot about map balance issues being able to see strangers I have no connection with at all playing the first test version.
Soldiers were completely dominating everything…




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