![]() This is going well, I hope to complete it this week. Speaking of which, I started working on another Stock for the AWM. I’ll jump back on the colour masks when the other parts are complete. We wanted the default colour to have that green that the real gun has. This will be a nice simple skin people can use to colour their AWM like the standard weapon. I made a skin for the AWM last week, it actually has 3 colours, one major and two minor flourishes. Looking forward to seeing how this will affect farming and contesting resources. For instance, the area below would be of a flint area, where a few flint nodes would spawn. Instead of having blobby increased areas of resources, we’re going to put distinct features in valleys that denote that in that small area, you’ll find a bunch of a certain type of resource. You can tell you’re in one of these because you get the No Building effect, but it’s kind of amorphous and unclear. Currently there are valleys where resources are found more often, which we call hotspots. Something else we’re going to have a go with is changing how resource hotspots work, to be a bit more explicit. I have loads of ideas of what landmarks I want to do, and it’s just going to be a case of what we can do quickly and with the assets and time that we have. This coming week I’ll be looking into integrating Splatt’s new biome into the map, and continuing to add features and landmarks. ![]() You can come across a trail and follow it, and be pretty sure you’re going somewhere interesting. These linear map elements do a great job of orienting yourself, I found. I also added a secondary tier of roads that branch off the main road, and a few stretches of fence-poles and powerlines. There will be plenty more of these to come, as I think they’re really important in making the map feel alive and interesting. ![]() You may have seen a few already in the map, including a few radio towers, little rock formations, small buildings with some loot, and more. It’s a bit of a time consuming process to create these little landmarks but it’s lots of fun. To save you going back and reading, the biggest issue is navigability and giving players landmarks to be able to place themselves. This week I’ve been refining the map, trying to address some of the issues I spoke about last week. The sidebar had an improvement too, receiving a slot for each type of marker.Īlso the locations markers were moved to the items category.Heya folks. Now, all the markers stay on a file, and are only loaded if the user click the marker icon. What made it slow was that the markers were loaded all at once, and hidden by default, and once the user toggle they appeared on the map. You can check all creatures and resource locations by toggling them on the left panel, also clicking on the upper arrow will hide that panel.Īfter the feedbacks I received that the website was slow on mobile devices I priorized improving the code to make it faster. Thanks everyone who used the interactive map and supported it in any way. I will leave this here as an archive of the V1 map and my first interactive map. ![]() Since the game is getting contant updates it became hard to make a full updated interactive map, maybe some day I am going to make a map for v2 if the game becames stable (without new updates on items, spawns and map). This guide is outdated, as Hurtworld evolved to v2 version.
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