http://xboxclips.com/RegrettedKarma6/7cc94e38-715e-458d-9991-cd794fabdaca Made a super ugly draft layout of a concept I'd been thinking of for a while, blocks for the win. It's built with H5 in mind (thrust, clamber etc) but obviously has a major issue needing to be addressed, finding a way to make the outer ring more interesting and meaningful.
FX With fire, smoke, sparks, and more, you can add personality and storytelling to any map. - Fire and smoke are separate particle effects that can be placed anywhere on your map independently from one another. You can increase the size of the fire by placing more fire effects down on the floor. The size of a single fire effect is roughly a single unit in diameter. There is also a blue colored fire effect which you were able to see in the announcement video.
Terrain items pull textures from a global texture map. On Glacier and Alpine, this map matches the textures on the natural terrain already on the canvas. So, if you place a terrain piece over a mountain, it'll pick up the rocky mountain texture. If you place it over grass, it'll pick up the grass. Anywhere the object is placed, its texture will directly match the texture of the terrain beneath it. You can place Asteroid or Glacier items on Alpine as well, though. They will load texture's from their respective texture map. Placing a single Glacier terrain piece requires the map to load the entire Glacier texture map, however.
Dude, I must have missed the fire & smoke part. It will play well into my theme I planned for my 1st map in H5. Did I mention how stoked I am?
What if you put a terrain piece over the water on Alpine? Will it still be grass, or does the water have it's own, murky muddy texture underneath? That could be a gift and a curse.
Does it really? That combined with the overcast look could really lend to some rainy looking maps then. I wonder if one of the particle FX could be... nah... but maybe...
are those images of different day times or different effects you can create with changing colour stuff?