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Change TD water crossings to Rough terrain #14909

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merged 1 commit into from Apr 9, 2018

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Smittytron commented Mar 12, 2018

After #14844 was merged it was pointed out to me that it is also possible to build on shallow river crossings.

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fruestueck commented Mar 13, 2018

Personally i am in favor of this but i shlould mention:
This was possible in the original. Also it would change gameplay of one or two maps.

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Smittytron commented Mar 13, 2018

This was possible in the original. Also it would change gameplay of one or two maps.

Yeah, I polled the TD players via discord to make sure there weren't objections before doing this. Blocking narrow crossings and bridges is viewed as something that inhibits fluid gameplay.

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One can still place buildings on some parts of the crossing, which looks a bit odd to me:
tdcrossing
Intentional?

@Smittytron Smittytron force-pushed the Smittytron:td-river-cross branch from 34788ad to 6e9a1b2 Mar 19, 2018

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Smittytron commented Mar 19, 2018

Guess I thought those were one cell. Updated.

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Looks good to me now.

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reaperrr commented Mar 31, 2018

IMO these still need some work.
The desert crossings are particularly bad:
riv-cross2

'Red' means the cell is buildable on even though it doesn't look like it should be, 'green' are cells that are not buildable on, even though they look like they should be. Keep in mind desert rivers aren't visually aligned with their counterparts from other tilesets.

The rest looks better, but at least the top-left corner of vertical crossings should also become Rough on all non-desert tilesets:
riv-cross1-1 riv-cross4

Finally, on the jungle tileset, the two top corners of the horizontal crossing visually look like they shouldn't be buildable on, either.
riv-cross3

@Smittytron Smittytron force-pushed the Smittytron:td-river-cross branch from 6e9a1b2 to dab4b4c Mar 31, 2018

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Smittytron commented Mar 31, 2018

Updated. Went with Rock over Rough for the cells that looked bad with a tank on it.

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reaperrr commented Mar 31, 2018

@abcdefg30 are you fine with the latest changes?

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pchote commented Mar 31, 2018

Are we sure this won't regress anything in the campaign?

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reaperrr commented Mar 31, 2018

Are we sure this won't regress anything in the campaign?

Pretty sure, there weren't any missions that encouraged - let alone required - you to build past a crossing.
The only mission I remember that has a crossing close enough to base to be relevant was one of the 5th GDI missions, which doesn't have a cyard anyway.
It might indirectly make some other missions a bit more difficult, but we're not matching the original in that regard anyway.

Edit: If you were referring to the corner cells, I'm 100% positive that with this PR they're now much closer to the original than bleed.

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Smittytron commented Apr 5, 2018

I did a once-over of current campaign maps. Didn't see any actors on the affected tiles and buildings should be fine as well.

@pchote pchote requested a review from abcdefg30 Apr 7, 2018

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abcdefg30 commented Apr 9, 2018

Looks good to me. 👍 /

@abcdefg30 abcdefg30 merged commit 3489326 into OpenRA:bleed Apr 9, 2018

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abcdefg30 commented Apr 9, 2018

@Smittytron Smittytron deleted the Smittytron:td-river-cross branch Apr 9, 2018

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