Map with scaled resources depend on players amount

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Re: Map with scaled resources depend on players amount

Postby Krapougnak » 09 Dec 2014, 12:10

ozonex wrote:
Krapougnak wrote:Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.


To avoid duplicate maps wouldn't it be more efficient to have a mod that, if activated, applies to all maps (even those allready on the vault) rather than specific code for each map ?
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Re: Map with scaled resources depend on players amount

Postby DeimosEvotec » 09 Dec 2014, 13:39

Krapougnak wrote:
ozonex wrote:
Krapougnak wrote:Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.


To avoid duplicate maps wouldn't it be more efficient to have a mod that, if activated, applies to all maps (even those allready on the vault) rather than specific code for each map ?


Yes, it would probably more efficent but the code inside the map gives the mapmakers more control over which mexes and hydros are present when certain spots are occupied. e.g.: Removing the mexes that are too much and move the rest to ensure even mass distribution.
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Re: Map with scaled resources depend on players amount

Postby Lionhardt » 09 Dec 2014, 14:29

DeimosEvotec wrote:Yes, it would probably more efficent but the code inside the map gives the mapmakers more control over which mexes and hydros are present when certain spots are occupied. e.g.: Removing the mexes that are too much and move the rest to ensure even mass distribution.


agreed. I'd also prefer for maps to work independently of some mod...
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