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Ancient warfare 3 game
Ancient warfare 3 game








ancient warfare 3 game
  1. #Ancient warfare 3 game update#
  2. #Ancient warfare 3 game tv#

  • There are various settings to select how the object is thrown like throw force modes, strength and whether you want to see a throw preview or not.
  • Depending on the settings, these objects can be picked up and/or thrown by the player.
  • Physical parameters like mass, drag, angular drag, friction and bounciness can be adjusted, to select how your object reacts to the physics simulation.
  • ancient warfare 3 game

    They are somewhat experimental and should be used with caution to avoid performance problems, but they also allow a lot of new stuff to be created. If you want to try them out in game, I prepared this map with some examplesĬustom Physics Objects Custom physics objects are a new type of custom object.

    ancient warfare 3 game ancient warfare 3 game

    The Pixelation effect makes the game look pixelated and allows you to choose how many pixels to render to make it look more or less pixelated.Grayscale can be used to modify the saturation of the game.The Invert Color effect can invert any color channel.The Noise effect can be used to overlay noise with custom intensity and scale.The Posterize effect reduces the colors per channel to simulate retro rendering like 8-bit colors.

    #Ancient warfare 3 game tv#

    The CRT/VHS effect makes the game look like it's running on an old tv with bleeding, fringing, scanlines and a fisheye effect.The Glitch effect enables screen shaking and distortions.The effect features noise and while bright areas become white, darker areas can be seen better. Nightvision can be used to simulate NVGs with a custom color and intensity.

    #Ancient warfare 3 game update#

    All these effects are represented in the update video. New image effects There are new scripting image effects that work similar to the Vignette and ColorOverlay scripting nodes, but allow you to heavily modify how the game looks and opens up many possibilities for new effects. In any case, using a variety of good looking custom units with vanilla equipment is sufficient

  • Custom equipment/items/objects are not required to score the maximum points in any of the categories, but it can help.
  • If you use custom scripting, it can positively influence categories like balancing, gameplay or technical design, but it can also negatively impact the performance! That being said, there is no need to use scripting to score the maximum points in the technical design category.
  • Other relevant information about the rating: How well is the theme represented in the map Is the map fun to play? Is there non-stop action, or is it scary/exciting/trillingĭoes the map have an appealing thumbnail? Is your map using custom units? Are they a designer brand fit for the catwalk or are they as bland as shredded wheat? Are they balanced, and do they fit the map? Has it been done before? Has it been over done? Does it use original prefabs or does it borrow from the workshop? Is there something about the map that makes it stand out from the rest? How balanced is a map, when the theme is taken into account? Is it too easy or too hard? Is one team steam rolling the other when it shouldn't be? Is the player waltzing all over the competition without breaking a sweat? Or is the player dying the moment they leave the starting area? Technical design covers how well a map is put together that is to say, how well it runs, the efficiency of object and unit usage, and the complexity of the map in general. RatingEach map will receive a score which depends on these categories: (modified based on Desert-Mammoth's original map competition)Īppearance is how the map looks from an aesthetics point of view - that is to say, how easy it is on the eyes










    Ancient warfare 3 game