![]() Main Layer(The part of the water that is below the real water line)įor all the components, you could set the Transparency and for the Main Layer you could aditionally set theĪll layers and their corresponding abilities would be accessible and editable within the map editor.Secondary Front Waves(The waves that appear in front of the terrain "below" the Main Front Wave).Main Front Wave(The wave that appear in front of the terrain "above" the water line).Rear Waves(The waves that appear behind the terrain).But in Worms Unlimited, you could go beyond. In the Fiddler, you can edit the water colour. Also, you would be able to select a random map from the SavedLevel folder or a sub-folder. In Worms Unlimited, you would be able to do it, but with an option to generate it without viewing it first. In Worms World Party and Worm Armageddon, you can generate a random template clicking in it, then generate the map from the template. In the Map Editor, you could have other editing action such as rotating the map in any angle and mirror the map horizontally and vertically. The game would be able to generate maps based on a string as in older worms games. The first is the ability to import any map from older worm games. The Map Editor would have new features that would make it a more powerful editor. The advanced map editor would be capable of this plus everything listed below. The simple editor would include all the current abilities of the Worms Armageddon map editor, with a few improvements in efficiency, interface and some extra options. There would be two map editors: one advanced and one simple. The only good reason for restricting map size is for file transfer rates on WormNET, but this argument is flawed as the physical size of the maps have far less to do with file size than the content of the maps. Map size would be derestricted, or have its limits increased for Worms Unlimited. The map editor allows maps to store information that will always be used unless a scheme specifically disables it (see Map Editor Over-ride). This might work for one map, but could easily fail for another. For example, you might want a scheme that inserts a crate into specific co-ordinates during the game. It is necessary for the map editor to contain some information that, if stored in the scheme, might mess up the game when the scheme is used with other maps. ![]() For the map editor in WA and WWP, see Map Editor Guide. ![]() (Up to Editors) "Map Editor" redirects here.
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