Can devS to make concessions and to ease restrictions in simulation maps in future?
#7
The restrictions are not limiting creativity. What they limit is senseless (to AC engine and gameplay) maps, wich involve jumping off a tall building or sniping over a mile as their primary gameplay factor.

By the way: Restrictions have never hindered creativity in art, in some cases, they even encourage creativity.

The only case in wich restrictions for a map might be lifted is if the map happens to play and perform properly, yet does break a limit or two. This may happen, though very unlikely. In that case, we would decide on a case-by-case basis.

Should anyone manage to make a map that includes long range sniping without dragging the fps of 75% of our playerbase down to the ground, I would be happy to make an exeption. But the design of the cube engine will most definately not allow this.

What mappers have to understand is, that this is not your usual fps engine. It works a little diffrently from all other fps engines out there. Thus, it demands for a certain style in mapping, that suits the engine's technical limits.

The original cube game was designed to accomodate tight indoor maps, such as found in quake for example. If you want to snipe for miles, play or map for TacOps or similar games.

Soldado: Ganz toller Beitrag!
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RE: Can devS to make concessions and to ease restrictions in simulation maps in future? - by makkE - 23 Nov 10, 08:53PM