• Space Build(Chapter 1: The Solar System!)
    1,419 replies, posted
I would make maps, but there is no documentation :argh:
[QUOTE=evilking]I would make maps, but there is no documentation :argh:[/QUOTE] Shanjaq, make a documentation on how to make a map for this.
[QUOTE=kobol]I have a problem. Whenever I save and load a game using this map and gamemode, the gamemode doesn't load after I've loaded the save. That means there is gravity and no life support functionality in space. Shanjaq, could you make a fix for this or tell me how to make it work? sv_gamemode SpaceBuild didn't do anything to help it. Please help me.[/QUOTE] the command is sv_defaultgamemode. sv_gamemode only seems to report the current gamemode, and doesn't hold through map changes or savegame loads. That would be an issue I have no control over. [b]Edit:[/b] [QUOTE=evilking]I would make maps, but there is no documentation :argh:[/QUOTE] Alright, since I can't replicate the problem Conna's experiencing on his server I'll write up some documentation with the time I have.
[QUOTE=Shanjaq]the command is sv_defaultgamemode. sv_gamemode only seems to report the current gamemode, and doesn't hold through map changes or savegame loads. That would be an issue I have no control over. [b]Edit:[/b] Alright, since I can't replicate the problem Conna's experiencing on his server I'll write up some documentation with the time I have.[/QUOTE] Thank you.
Ok here goes: Here is a Planet Devkit with skybox sample + generator, planet templates(takes the excruciating pain out of terrain subdivision!) and documentation: [url=http://www.garrysmod.org/downloads/?a=view&id=5812][img]http://www.garrysmod.org/img/?t=dll&id=5812[/img][/url] [b]Planet Making Basics[/b] [i]Landscape[/i] 1: Create a Cylinder with 12 sides(anything you can accurately divide into 4-sided top faces), it's a good idea to make its diameter a multiple of 2. 2: use the Clipping Tool to slice it up from north to south, then from northwest to southeast, then from northeast to southwest. You should be left with 6 4-sided faces if you hit each corner on the dot(grid may need to go down to 1 unit!) 3: flatten the cylinder so it is 1 units tall 4: go into texture editing tool, ctrl+click all 6 top faces and all 6 bottom faces 5: create displacement maps from them 6: select only the bottom faces and create a bulge so you have room in the upper displacement for valleys 7: select only the top faces and create your landscape. 8: [b]cleanup[/b] set all displacement verticies at the very edge of your landscape to 0, same goes with the bottom displacement, this way it will fit into the atmosphere without poking out in places. [i]Atmosphere[/i] 1: make a sphere of the exact same diameter as your terrain, using the exact same number of sides as your terrain and centered at the equator. 2: tie it to a func_illusionary 3: disable shadows AND receiving shadows. 4: create a cylinder matching the landscape diameter and 128 units high, same number of sides, painted with the nodraw texture 5: move it outside your planet and copy it 6: use "paste special" with zero offset 7: reduce the horizontal diameter of the new cylinder by 32 units on each side 8: hit "Carve" and delete the smaller cylinder. 9: move the newly created ring back onto your planet so that you now have an invisible wall standing 128 units tall protecting players from jumping off the edge. [i]Environment[/i] You'll need to place a "logic_case" entity at the exact center of your sphere, then give it the following case values: [code]Case01 = planet Case02 = (the radius of your planet) Case03 = (the gravity of your planet) Case04 = (atmospheric pressure, 1 is equal to pressure at surface on Earth) Case05 = (temperature in shade, Deg. Kelvin) Case06 = (temperature in direct sunlight, Deg. Kelvin) Case16 = (environmental flags) These are the environmental flags: 1 = Habitat --breathable air within this radius 2 = Unstable --frequent tremors 4 = Sun Burn --sun will burn you if not sheltered [/code] So for instance you have a planet with a 1024 radius(2048 units across total), with half normal gravity, breathable atmosphere at safe pressure and temperature but with a burning sun, your "logic_case" would look like this: [code]Case01 planet Case02 1024 Case03 0.5 Case04 1 Case05 288 Case06 288 Case16 5[/code] the Unstable flag requires a little extra setup, you need to create a system of env_shake and ambient_generic entities that are controlled by your logic_case, then make a case somewhere containing the word "shake", that case will be the trigger for your planetary tremors. To make day/night cycles I just applied some trickery in Hammer(no lua required!) 1: Create a "spike" primitive with the exact same number of sides as your sphere and landscape using the nodraw texture, make it above your landscape with base matching your sphere equator and top just barely protruding from the sphere by 32 units 2: copy it then "paste special" with no offset 3: shrink the copy along the horizontal axes by 32 units 4: bring the top vertex of the spike down by 32 units(leave the bottom alone) 5: hit Carve then delete the smaller spike(move your landscape and sphere out of the way first!) 6: [b]whatever you do, DO NOT MOVE the carved spike, Hammer will give rounding errors and it will degenerate![/b] 7: tie it to a func_illusionary and paint the inside walls with that fake sky white texture. 8: edit the properties so that its render mode is "Additive" 9: set its "FX Amount" to any number below 255(for Earth I used 254, mars has 240.) 10: set its "FX Color" to any hue you desire. 11: create a logic_timer called "whatever_night" and give it at least 12 OnTrigger outputs in sequence separated by around 0.25 seconds. For each progressive output, decrease the "alpha" value of the sky until it reaches near zero(night sky visible) 12: create another logic_timer called "whatever_day" and give it 12 outputs with the reverse effect of night. Have this one Start Disabled. 13: Add an output to "whatever_night" that OnTrigger Enables "whatever_day" and disables "whatever_night" 14: Do the same in reverse for "whatever_day" Hope this helps!
[QUOTE=Shanjaq]Ok here goes: [b]Planet Making Basics[/b] [i]Landscape[/i] 1: Create a Cylinder with 12 sides(anything you can accurately divide into 4-sided top faces), it's a good idea to make its diameter a multiple of 2. 2: use the Clipping Tool to slice it up from north to south, then from northwest to southeast, then from northeast to southwest. You should be left with 6 4-sided faces if you hit each corner on the dot(grid may need to go down to 1 unit!) 3: flatten the cylinder so it is 1 units tall 4: go into texture editing tool, ctrl+click all 6 top faces and all 6 bottom faces 5: create displacement maps from them 6: select only the bottom faces and create a bulge so you have room in the upper displacement for valleys 7: select only the top faces and create your landscape. 8: [b]cleanup[/b] set all displacement verticies at the very edge of your landscape to 0, same goes with the bottom displacement, this way it will fit into the atmosphere without poking out in places. [i]Atmosphere[/i] 1: make a sphere of the exact same diameter as your terrain, using the exact same number of sides as your terrain and centered at the equator. 2: tie it to a func_illusionary 3: disable shadows AND receiving shadows. 4: create a cylinder matching the landscape diameter and 128 units high, same number of sides, painted with the nodraw texture 5: move it outside your planet and copy it 6: use "paste special" with zero offset 7: reduce the horizontal diameter of the new cylinder by 32 units on each side 8: hit "Carve" and delete the smaller cylinder. 9: move the newly created ring back onto your planet so that you now have an invisible wall standing 128 units tall protecting players from jumping off the edge. [i]Environment[/i] You'll need to place a "logic_case" entity at the exact center of your sphere, then give it the following case values: [code]Case01 = planet Case02 = (the radius of your planet) Case03 = (the gravity of your planet) Case04 = (environmental flags) These are the environmental flags: 1 = Habitat --breathable air within this radius 2 = Unstable --frequent tremors 4 = Sun Burn --sun will burn you if not sheltered 8 = Crushing --atmosphere will crush you if not stabilized by exchanger[/code] So for instance you have a planet with a 1024 radius(2048 units across total), with half normal gravity, breathable atmosphere and a burning sun, your "logic_case" would look like this: [code]Case01 planet Case02 1024 Case03 0.5 Case04 5[/code] the Unstable flag requires a little extra setup, you need to create a system of env_shake and ambient_generic entities that are controlled by your logic_case, then make a case somewhere containing the word "shake", that case will be the trigger for your planetary tremors. To make day/night cycles I just applied some trickery in Hammer(no lua required!) 1: Create a "spike" primitive with the exact same number of sides as your sphere and landscape using the nodraw texture, make it above your landscape with base matching your sphere equator and top just barely protruding from the sphere by 32 units 2: copy it then "paste special" with no offset 3: shrink the copy along the horizontal axes by 32 units 4: bring the top vertex of the spike down by 32 units(leave the bottom alone) 5: hit Carve then delete the smaller spike(move your landscape and sphere out of the way first!) 6: [b]whatever you do, DO NOT MOVE the carved spike, Hammer will give rounding errors and it will degenerate![/b] 7: tie it to a func_illusionary and paint the inside walls with that fake sky white texture. 8: edit the properties so that its render mode is "Additive" 9: set its "FX Amount" to any number below 255(for Earth I used 254, mars has 240.) 10: set its "FX Color" to any hue you desire. 11: create a logic_timer called "whatever_night" and give it at least 12 OnTrigger outputs in sequence separated by around 0.25 seconds. For each progressive output, decrease the "alpha" value of the sky until it reaches near zero(night sky visible) 12: create another logic_timer called "whatever_day" and give it 12 outputs with the reverse effect of night. Have this one Start Disabled. 13: Add an output to "whatever_night" that OnTrigger Enables "whatever_day" and disables "whatever_night" 14: Do the same in reverse for "whatever_day" Hope this helps![/QUOTE] [b]Thanks![/b] It was more than I hoped for! I'll start to make the map now. Any wishes?
Woo. I'm installing WIndows Server 2003 Trial on my server at the moment, then it's gonna go up. Lets see how gmod runs on a Dual Pentium 3 Xeon 1.2ghz 2gb ECC Ram 6 x 18.2 SCSI 10,000rpm disks =D No chance of crashing that! Will post the ip when it's up.
Oh I almost forgot to mention, this is the tool I used to make the skybox: [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3707[/url]
Here's a few things: Whynot use a env_texturetoggle to change the sky to day, switch it between a entirly alpha mapped channel, and between the blue one, (Although i like your way) Did you look at my suggestion about adding a func_air, because I really need that for my base, so that you can't breath outside. :confused:
[QUOTE=Lord Ned]Here's a few things: Whynot use a env_texturetoggle to change the sky to day, switch it between a entirly alpha mapped channel, and between the blue one, (Although i like your way) Did you look at my suggestion about adding a func_air, because I really need that for my base, so that you can't breath outside. :confused:[/QUOTE] hmm.. I didn't know about that ent, I'll take a look at when I get the chance in the other maps. A func_air sounds do-able, though it may be tricky ot implement. If it's just a radius check, there will be places above your base that you can breathe from the protruding field. Unless you scattered a bunch of small ones throughout the corridors of your underground base. Any suggestions for how you'd like it to be implemented?
[QUOTE=Shanjaq]hmm.. I didn't know about that ent, I'll take a look at when I get the chance in the other maps. A func_air sounds do-able, though it may be tricky ot implement. If it's just a radius check, there will be places above your base that you can breathe from the protruding field. Unless you scattered a bunch of small ones throughout the corridors of your underground base. Any suggestions for how you'd like it to be implemented?[/QUOTE] Kinda like a trigger_hurt or similar pain fields, except it provides you with air?
[QUOTE=Shanjaq]hmm.. I didn't know about that ent, I'll take a look at when I get the chance in the other maps. A func_air sounds do-able, though it may be tricky ot implement. If it's just a radius check, there will be places above your base that you can breathe from the protruding field. Unless you scattered a bunch of small ones throughout the corridors of your underground base. Any suggestions for how you'd like it to be implemented?[/QUOTE] There is no ent called that, you would have to create it in a FGD For Hammer. (I can check up on that for you if you need) Then you would just have to (I think, I don't know much Lua) say basically: Check If entity func_air is < 75 then, you will loose air (In a ratio, the lesss air the fast you'll loose air) Check if entity func_air is >75 then breathable air. Then you just define that if their is not a func_air there, you cannot breath there.
I have an idea. How about if a tank gets shot, it looses air. The more it gets shot, the faster it looses air.
[b] Edit [/b] Sorry. after reviewing my post it was irrelevant. Again Sorry about that. For anyone that needs to know how to make the gamemode start automatically on a dedicated server. [code]sv_defaultgamemode spacebuild[/code] Just put that in the server config. file.
Where do I get the SpaceBuild gamemode?
[QUOTE=halo1150]Where do I get the SpaceBuild gamemode?[/QUOTE] Top of the first post... be sure to get the life support stool aswell if you're planning to run a server/singleplayer :) [spoiler]I hate being forgiving... [/spoiler]
I forgot that this download was for the map AND gamemode, oops.
Wow really nice.
[QUOTE=Shanjaq][url=http://www.garrysmod.org/downloads/?a=view&id=5663][img]http://www.garrysmod.org/img/?t=dll&id=5663[/img][/url] [URL=http://img405.imageshack.us/my.php?image=gmspacebuild0001un8.jpg][IMG]http://img405.imageshack.us/img405/312/gmspacebuild0001un8.th.jpg[/IMG][/URL][URL=http://img137.imageshack.us/my.php?image=gmspacebuild0004kk5.jpg][IMG]http://img137.imageshack.us/img137/4641/gmspacebuild0004kk5.th.jpg[/IMG][/URL][URL=http://img137.imageshack.us/my.php?image=gmspacebuild0011qd9.jpg][IMG]http://img137.imageshack.us/img137/9526/gmspacebuild0011qd9.th.jpg[/IMG][/URL][URL=http://img405.imageshack.us/my.php?image=gmspacebuild0022so8.jpg][IMG]http://img405.imageshack.us/img405/9530/gmspacebuild0022so8.th.jpg[/IMG][/URL][URL=http://img405.imageshack.us/my.php?image=gmspacebuild0023er7.jpg][IMG]http://img405.imageshack.us/img405/6913/gmspacebuild0023er7.th.jpg[/IMG][/URL] This is a concept gamemode inspired by the thread found here: [url]http://forums.facepunchstudios.com/showthread.php?t=286476[/url] Build spaceships and land on distant worlds, perhaps building settlements or space stations. It comes with one demo map which includes all of the near-solar terrestrial planets: Mercury, Venus, Earth(and Moon), Mars(and moons.) Gravity only applies when standing on a planet, and the Moon has less than half normal gravity. Mercury is so close to the sun that you will receive burning damage if you do not find shade quickly. It is difficult to build due to the planet's instability causing frequent tremors. Venus has such a heavy atmosphere that you will be instantly crushed if you venture onto the surface without a Life Support System(Air Exchanger) to stabilize your atmospheric pressure. Both Earth and Mars have regular day and night cycles, though Earth's atmosphere is so thick that you cannot see anything in space during the daytime, while on Mars you can faintly see the outline of objects and other planets in the ruddy daytime atmospheric haze. Using the Life Support mod will render space and all planets but our habitat Earth as air-free. You will need to bring your own air supply if you intend to leave Earth's atmosphere. The benefit of a Life Support System is that you will then be able to survive on Venus, which would otherwise be completely inaccessable.. [b]The Life Support Mod can be found here:[/b] [url]http://forums.facepunchstudios.com/showthread.php?t=284353[/url] Further installments are planned to include the Gas Giants, and an Astroid Belt, but they will have to be in separate maps to prevent Source from getting overwhelmed... At any rate, I'm also working on instructions on how to make your own SpaceBuild maps to take advantage of the multi-environmental system demonstrated by the map. In the meantime, enjoy the demo! :siren:[b]IMPORTANT[/b]:siren: If you notice a lot of spam floating around in space, there is an administrator command that will remove all objects that are outside planetary domains. Make sure you tell everyone to land their contraptions on the nearest planet before issuing this command or you will accrue a dangerous amount of "Naughty" ratings! say: [b]!freespace[/b] Now on how to make maps for this gamemode: [b]Planet Making Basics[/b] [i]Landscape[/i] 1: Create a Cylinder with 12 sides(anything you can accurately divide into 4-sided top faces), it's a good idea to make its diameter a multiple of 2. 2: use the Clipping Tool to slice it up from north to south, then from northwest to southeast, then from northeast to southwest. You should be left with 6 4-sided faces if you hit each corner on the dot(grid may need to go down to 1 unit!) 3: flatten the cylinder so it is 1 units tall 4: go into texture editing tool, ctrl+click all 6 top faces and all 6 bottom faces 5: create displacement maps from them 6: select only the bottom faces and create a bulge so you have room in the upper displacement for valleys 7: select only the top faces and create your landscape. 8: [b]cleanup[/b] set all displacement verticies at the very edge of your landscape to 0, same goes with the bottom displacement, this way it will fit into the atmosphere without poking out in places. [i]Atmosphere[/i] 1: make a sphere of the exact same diameter as your terrain, using the exact same number of sides as your terrain and centered at the equator. 2: tie it to a func_illusionary 3: disable shadows AND receiving shadows. 4: create a cylinder matching the landscape diameter and 128 units high, same number of sides, painted with the nodraw texture 5: move it outside your planet and copy it 6: use "paste special" with zero offset 7: reduce the horizontal diameter of the new cylinder by 32 units on each side 8: hit "Carve" and delete the smaller cylinder. 9: move the newly created ring back onto your planet so that you now have an invisible wall standing 128 units tall protecting players from jumping off the edge. [i]Environment[/i] You'll need to place a "logic_case" entity at the exact center of your sphere, then give it the following case values: [code]Case01 = planet Case02 = (the radius of your planet) Case03 = (the gravity of your planet) Case04 = (environmental flags) These are the environmental flags: 1 = Habitat --breathable air within this radius 2 = Unstable --frequent tremors 4 = Sun Burn --sun will burn you if not sheltered 8 = Crushing --atmosphere will crush you if not stabilized by exchanger[/code] So for instance you have a planet with a 1024 radius(2048 units across total), with half normal gravity, breathable atmosphere and a burning sun, your "logic_case" would look like this: [code]Case01 planet Case02 1024 Case03 0.5 Case04 5[/code] the Unstable flag requires a little extra setup, you need to create a system of env_shake and ambient_generic entities that are controlled by your logic_case, then make a case somewhere containing the word "shake", that case will be the trigger for your planetary tremors. To make day/night cycles I just applied some trickery in Hammer(no lua required!) 1: Create a "spike" primitive with the exact same number of sides as your sphere and landscape using the nodraw texture, make it above your landscape with base matching your sphere equator and top just barely protruding from the sphere by 32 units 2: copy it then "paste special" with no offset 3: shrink the copy along the horizontal axes by 32 units 4: bring the top vertex of the spike down by 32 units(leave the bottom alone) 5: hit Carve then delete the smaller spike(move your landscape and sphere out of the way first!) 6: [b]whatever you do, DO NOT MOVE the carved spike, Hammer will give rounding errors and it will degenerate![/b] 7: tie it to a func_illusionary and paint the inside walls with that fake sky white texture. 8: edit the properties so that its render mode is "Additive" 9: set its "FX Amount" to any number below 255(for Earth I used 254, mars has 240.) 10: set its "FX Color" to any hue you desire. 11: create a logic_timer called "whatever_night" and give it at least 12 OnTrigger outputs in sequence separated by around 0.25 seconds. For each progressive output, decrease the "alpha" value of the sky until it reaches near zero(night sky visible) 12: create another logic_timer called "whatever_day" and give it 12 outputs with the reverse effect of night. Have this one Start Disabled. 13: Add an output to "whatever_night" that OnTrigger Enables "whatever_day" and disables "whatever_night" 14: Do the same in reverse for "whatever_day" This is the tool I used to make the skybox: [url]http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3707[/url] Hope this helps![/QUOTE] Dude, You have just gone down in fucking history.
Nice. Very nice.
[QUOTE=Nick Nack]Dude, You have just gone down in fucking history.[/QUOTE] While I entirely agree with you, please do not quote an entire post of that size just to say that. I just got back from a small trip so I am gonna resume work on Mars Labs Alpha then head to the Earth moon.
I'm into the fgd's to see I can make my own, with a func_air entity. ;) [b]Edit:[/b] Ahah! [code] @include "base.fgd" @include "halflife2.fgd" @SolidClass = func_ladder : "Ladder. Players will be able to move freely along this brush, as if it was a ladder." + "Apply the toolsinvisibleladder material to a func_ladder brush." [ ] @PointClass base(Targetname) studio() = info_gamemode : "Defines the gamemode" [ GamemodeName(string) : "Gamemode Name" : "base" : "The gamemode (by name) to use" ] [/code] Now, to figure out how exactly to make your own entity... [b]Edit:[/b] :argh: Not going well, keep crashing hammer trying to input a test fgd.
After much looking and thinking. I found my theories wrong. I think instead of trying to change the code to work for me I will just do my mapping to work with the code.
:v::dance::siren::krad::siren::dance::v: From my limited knowledge of Lua it seems as if the Lua script is reading the entity's (the logic_case) for the gravity and crap. I look and find this: [lua]function Register_Planets () local isPlanet local ents = ents.FindByClass( "logic_case" ) for _, ent in ipairs( ents ) do isPlanet = 0 local hash = { } local values = ent.Entity:GetKeyValues() for key, value in pairs(values) do if ((key == "Case01") and (value == "planet")) then isPlanet = 1 end if (key == "Case02") then hash.radius = tonumber(value) end if (key == "Case03") then hash.gravity = tonumber(value) end if (key == "Case04") then local flags = tonumber(value) hash.habitat = Extract_Bit(1, flags) hash.unstable = Extract_Bit(2, flags) hash.sunburn = Extract_Bit(4, flags) hash.crushing = Extract_Bit(8, flags) end end if (isPlanet == 1) then InSpace = 1 hash.ent = ent hash.pos = ent.Entity:GetPos() table.insert( planets, hash ) end end Msg ( "Registered " .. #planets .. " planets\n" ) end[/lua] So it's reading Case01-04 on the logic_case. I need it to read my Speed Integer, (I stole it from trigger_push, was crashing otherwise) which is called "Percentage of air" Not sure how it would read, would have to fool with it, and try things out. [B]Then comes the question:[/B] [highlight]What about people making spherical planets, it's not worth the brushwork to make the trigger_air in the sky!?[/highlight] So I figured, have a IF statement. Basically: If case01(The breathable air case that is, i dunno which) is filled in then skip my part. If not, check for a trigger_air, and if filled in then check for the percentage of air. So here is my FGD If you need to check something out for the name. [code] @include "base.fgd" @SolidClass base(Trigger) = trigger_air : "A Trigger(For Now) That defines where air is for Space Build Gamemode." [ speed(integer) : "Percentage of Air" : 100 : "The precentage of air in this space. Anything below 75 the user will loose oxygen in this space. The lower the number, the faster the oxygen loss." ] [/code] And my [B]IDEA[/B] on how you would implement the trigger_air into the Lua script. [lua] function Register_Air () local isAir local ents = ents.FindByClass( "trigger_air" ) for _, ent in ipairs( ents ) do isAir = 0 (?????) local hash = { } local values = ent.Entity:GetKeyValues() for key, value in pairs(values) do if ((key == "Percentage of Air") and (value == "100")) then isAir = 1 end local flags = tonumber(value) (Don't think they are needed) hash.habitat = Extract_Bit(1, flags) hash.unstable = Extract_Bit(2, flags) hash.sunburn = Extract_Bit(4, flags) hash.crushing = Extract_Bit(8, flags) end end if (isPlanet == 1) then InSpace = 1 hash.ent = ent hash.pos = ent.Entity:GetPos() table.insert( planets, hash ) end end Msg ( "Registered " .. #planets .. " planets\n" ) end [/lua] I didn't get isAir =0 so i put a (????) There. After you pull the precentage of air, you need to have it calculate if lower then 75 then not breathable, and if possible have it like if air is 10 you'll loose air pretty rapidly, not as fast as 0 air, and if 74 you'll loose it slowly, as if you were almost in air. Get what I'm saying? Add me to MSN (lordned@hotmail.com) or Xfire (lordmatthoffman) if you want to ask or whatnot.
So wait... i can walk on the bottom of the planets without fallling off, or messing up? And when i leave the planet there is no gravity and i can float willy nilly? You should make it than when a prop touches the sun (if possible and the sun is a prop) there should be a solar flare in which case all the planets will need shelter and mercury would be completely uninhabitable.(for a short amount of time of course)
You can't walk on the bottom of planets, not that i know of, but yes on the leaving the planets.
there is small gravity in space, if there is none then asteroids will have a hard time making planets... speaking of asteroids, I wish there is a asteroid belt on the next version that is realistic moving in circles. I also want to see the sun explode somehow, and see a supernova or big bang happen as well that will eat everything up (deleting props and players). I am going to go ahead and play in a server to see this, and I recommend that you please add in the things I requested, I want to see asteroids fall on planets and destroyed or be absorbed, I want to see the sun explode as well.
Make an asteroid belt, and then occasionally send meteors towards the different planets, they should burn out in earths atmosphere though, it needs to be a safe haven :)
This is great. I had lots of fun playing it! Win.
The download always comes up corrupt for the map :( could anyone reupload it somewhere else or maybe a second time?
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