It's a D2K mod! Holly Crackers!
Yeah, that's a tradeoff for keeping enough space at the bottom for the buildup anim, and enough on the right for the shadow.
Placed building sprites seem to be centered at their actual location, while placement sprites are aligned from the topleft.
Don't know why that is.
Yes, I chose to go with selection bounds that match the actual cell size of the building. It helps when trying to control units around and especially behind buildings.
Previously they were whatever size the building sprites were.
2: Unfortunately, I'm no mapper. The simple edit I made took several hours and retries.
3: Yeah, I went through tons of testplays trying to get the superweapons right, but alas.. In the end I just left them as they were.
4: The starport requiring power was a stroke of luck tbh. I was experimenting with power settings for various buildings, and only the starport came out working.
When I played, they seemed useless. Maybe it was because I played on a big map, but it seemed they took forever to get across the map, only to die quickly. Personally I prefer not having useless units, and C&C/RA suffered from that a bit. Would some kind of troop transport (like a chinook) be appropriate for D2K?
- A new, infantry-only transport unit could be introduced.
- Player could pay some money for a single-use drop pod that transports infantry across the map.
- Players could pay to have drop pods of infantry fall from the sky and land at target destination. Units would be purchased in a way similar to buying vehicles at the starport. [It would be cool if opponent got a warning message].