iuyhcdfs
Member
giant drill: makes a passable cylindrical hole where terrain usually would be
bucket o' thermite: drop some super hot molten metal that leaves craters on terrain or holes through rooftops
i'd like to imagine these things do damage as well!
there could even be some kind of unique jungle camp hiding behind a huge safe door that you have to drill/melt through. or just another type of shortcut available. naturally, this is also going to provide sewer/subway access if you break through the right area.
the double sinners building could get more silly contentions too.
to prevent too much success infiltrating enemy lines, environmental destruction should make very loud noises (the drill especially)
[boring technical stuff] for the thermite surely we are not going to make the servers do voxel bookkeeping but we could "melt" down smaller elliptical/cylindrical areas for each splotch (just 3-5 right) and basically do the same thing as the giant drill (not sure if we'd allow splashing the bucket either). when the map "heals" back up, it can be done in a variety of ways but having the original mesh fade back in would be the least noisy. the fade can happen reasonably quick and the hitbox already active when this process has begun
bucket o' thermite: drop some super hot molten metal that leaves craters on terrain or holes through rooftops
i'd like to imagine these things do damage as well!
there could even be some kind of unique jungle camp hiding behind a huge safe door that you have to drill/melt through. or just another type of shortcut available. naturally, this is also going to provide sewer/subway access if you break through the right area.
the double sinners building could get more silly contentions too.
to prevent too much success infiltrating enemy lines, environmental destruction should make very loud noises (the drill especially)
[boring technical stuff] for the thermite surely we are not going to make the servers do voxel bookkeeping but we could "melt" down smaller elliptical/cylindrical areas for each splotch (just 3-5 right) and basically do the same thing as the giant drill (not sure if we'd allow splashing the bucket either). when the map "heals" back up, it can be done in a variety of ways but having the original mesh fade back in would be the least noisy. the fade can happen reasonably quick and the hitbox already active when this process has begun
