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Also, does anybody know how to make it so I can look past the playable area when my units near the edge? Currently it's black as ****
And yet another question concerning the map entry point. I was wondering if anybody knew how make the units actually spawn outside the playable area and walk into the map.
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you have to use the interactivity stage manager (on the same bar as the object, spline etc etc). you mean like in official maps how there is a boundary for non command-able area then a wee bit more of the map then going completely black?
so you have like 720 x 720 as the terrain area and then 416 x 416 as playable area. then you use the ISM tool, set the value to "50", colour in another [recommend at least] 32(to 64) wide border around the map edge. which in turn makes "actual playable" area to 384x384. wanna delete, set the value to "0" and erase. the painted area would be your visible but no-command zone. and if your spawn point is in that zone, the units will spawn out of the controllable area and march in towards the base.
if you already have a map done and do not want to make the map smaller, i think you'd have to stamp the whole map and stamp it on a new template with playable area longer and wider about 32-62 units.
I'm using it and it works, the game looks sharper, like in vcoh. All the blurriness of units is gone for me and the detail comes out like it should be.
once, as i was finishing up a map, i was trying to smooth this deformation via using spline deform method.
but time and time again, as i put the spline down and add deformation, the worldbuilder would crash. tried again, crashed. on and on. until 30 min later, it didn't crash.
i think these crashes might be caused by things deeper than simple usage of wrong spline or objects.
1. oh i dodge it alright more than most of the time. sorry i am not the absolute noob you presume me to be. my problem goes way beyond that but the way you love to be demeaning makes me wonder if i should explain. sure, balance matters most in 1v1 and better balance in 1v1 would translate to better balance in 3v3+ in general. not with CAS Comm though. for the fact that its power exponentially gain from change of gamemode.
2. what is this early game advantage you speak of? in the shit maps that relic has given us? for real? also, using your logic, i guess axis 3v3+ players cannot complain about is2s. it is their fault for letting sov horde that fuel so much. given how 3v3+ maps are most unflankable of all maps.
if CAS user is an idiot, he will convert fuel to ammo as soon as he can and as many times as he can. if he is not an idiot, he will wait or be very selective about converting fuel to muni until his army is as strong. game goes long, both sides are good at preserving units, and it is not uncommon to have 200+ fuel floating. as far as most players go, it is a wasted resource until you lose shit. not with CAS. in the forms of airplanes, and unlimited ammo (which can be spent regardless of popcap), it allows your army value to go above and beyond that of others.
trade off? no tiger or ele. not that it matters in 3v3+.
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Think of it like this: every time you avoid one of his passes you essentially just killed one of HIS tanks.
not in late game 3v3+ where both sides aren't losing stuffs. everybody stock up fuel and normally, the only way to spend them is when you need to replace your loses. but with amazing CAS commander, you can pin, at strafe, stuka bomb all day everyday baby.
I'm still trying to figure out if anyone actually tried moving their blob when that red smoke marks the location and that big red plane comes.
ha! dodge AI strafe with infantry? you know the aoe suppression reaches out to units 30m away right? what kind of brain dead CAS user are we talking about?