Wanted some rectangular islands.
Can clean up more with some sprites (like trees or something). This is about as good as I can do, so I'm about to call it quits and use this stuff:
Any suggestions or watnot?
None.
I feel like SC:BW terrain always looks best when designed in an angular, isometric manner, which these run counter to. However they blend well and I can see uses for them.
Any chances you can make more variations in the top and bottom tiles, so that it feels more natural and less man-made?
Much, much more appealing when there's variety. Very nice.
(really deep!)
Edit: damn right after I took these pictures my staredit crashed and I lost all this work. Luckily I can re-create it from the pics
Post has been edited 3 time(s), last time on Nov 2 2015, 4:37 am by CecilSunkure.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Edit: damn right after I took these pictures my staredit crashed and I lost all this work. Luckily I can re-create it from the pics
You mean ScmDraft? Because that saves your map every 5 mins automatically. Just check the backup database.
Autosave/backup probably caused your crash in the first place, so I'd actually recommend disabling that, but that's your call. Same with displaying unit deaths and enabling audio.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Autosave/backup probably caused your crash in the first place, so I'd actually recommend disabling that, but that's your call. Same with displaying unit deaths and enabling audio.
I've never had crashes related to the db. But you're right, there's a known bug where it'll fill up the db incredibly fast and hit the 2GB file limit, which then in turn causes crashes. When that happens deleting the db file is the easy fix. It's a problem though, since you don't notice the db getting too large.
Cecil, you could check the actual file in the program directory of scmdraft to check if that was the culprit.
Can do this type of thing too with high ground, though the bottom will likely need some sprites since there is no high ground to water tiles in the game.
None.
If you wanted to make it a bigger area you could do the dirt/water and just transition it to high tiles.
Not sure if this applies to the verticality you're going for though.
Can do this type of thing too with high ground, though the bottom will likely need some sprites since there is no high ground to water tiles in the game.
High ground -> water, is this:
None.