[Ice colony] Z-Level changes

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Sarah_U.
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[Ice colony] Z-Level changes

Post by Sarah_U. » 22 Jul 2016, 23:06

Summary (a quick, 2-3 sentence summary):
Make the underground and the areas above ground two separate Z-Level.

Benefits (How this will benefit the server and game as a whole):
Prevent random things like predators being able to see xenos through wall.
Prevent random things like xenos heading north-east to meet the queen when she's outside.
Generally improve future map size adjustment and formatting.
Quality of life improvement (?).

Details (Description of how you think this would work, the benefits, etc):
I'll abstain from placing anything here.

Implementation (Optional, if you have an idea how to implement it):
[N/A- Copy-paste?]



Sidenote: No need to put an ETA on that, but it'd be appreciated as it's weird to have the same Z-Level for 2 different sections of the map + It limit future changes due to the 1000x1000 tile limitation on mapping.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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lucashunter608
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Re: [Ice colony] Z-Level changes

Post by lucashunter608 » 22 Jul 2016, 23:13

+1 because the currectly "Z-level" system is weird

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Casany
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Re: [Ice colony] Z-Level changes

Post by Casany » 22 Jul 2016, 23:14

I agree with this. +1
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SpanishBirdman
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Re: [Ice colony] Z-Level changes

Post by SpanishBirdman » 24 Jul 2016, 03:27

+1

As a xeno i've gotten lost trying to find the queen many times because of this and I don't see that ending any time soon.

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MrJJJ
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Re: [Ice colony] Z-Level changes

Post by MrJJJ » 27 Jul 2016, 07:33

I really don't get why it wasn't 2 z-levels already honestly..

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Snypehunter007
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Re: [Ice colony] Z-Level changes

Post by Snypehunter007 » 07 Apr 2017, 00:39

Old topic, lack of a lot of support, and invalid due to Ice colony being taken out of rotation.

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