About Wormholes

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posted on September 21st, 2010, 5:59 pm
A wormhole in a nebula...that way turrets can't be built, but a fleet lying in wait could rip into them.

How about a purple nebula in the middle of the map, with a wormhole that leads to a green nebula completely cut off from the rest of the map?  With my first few maps I've been working to make "easy to ambush" green nebulas.
posted on September 21st, 2010, 6:42 pm
Last edited by Zebh on September 21st, 2010, 6:46 pm, edited 1 time in total.
In a well designed map wormhole turreting isn't such a good strategy. It most likely leaves your mining/other important facilities too unprotected. If you are interested in further discussion about wormhole turreting, please post a new topic in an appropriate board.
posted on October 7th, 2010, 6:51 pm
TCR_500 wrote:When fully opened, the wormhole takes about 1 grid by 1 grid.  And you can put turrets around them.  Anything that goes through the wormhole will be vaporized before they get a chance to open fire.


  In multiplayer this is usually very rare. 


Most maps played online don't have the wormholes in an area WORTH placing tons of turrets.  Also, most maps played online have wormholes placed as a strategic option, not as a necessity.
posted on October 8th, 2010, 4:42 pm
Can someone modify this SOD file to use the texture included?  It's just the stock wormhole, but I would like it to use the texture provided in the zip file instead of the stock texture.  Would that be possible?

Attachments

Mwormhole2.zip
(64.87 KiB) Downloaded 258 times
posted on October 8th, 2010, 4:44 pm
If the texture is the same size, just open the TGA and copy it over the existing one. Or simply rename the TGA to the same and copy that if it is bigger.

That's how I changed my wormholes.
posted on October 8th, 2010, 4:55 pm
The thing is, I don't want the wormhole texture to override the stock wormhole texture or model.
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