hi.
i have a question.
how can i make rivers and lakes?
is it able to make a beach?
None.
...By using water? As for a beach, I suggest you do something like KrAzY's concept map called "Perfect Slanted Terrain".
...By using water? As for a beach, I suggest you do something like KrAzY's concept map called "Perfect Slanted Terrain".
Can you post the link or pics of that?
None.
http://i230.photobucket.com/albums/ee21/Jello-Jigglers/SCScrnShot_051209_222819.png(in game is a trillion times better haha. The doors open and close, and observers move around to imitate wavy patterns.
None.
When KrayZee showed that to me, he also mentioned DTs
None.
can i make walkable water like the river in DotA?
None.
Yes it's walkable. Check out Perfect Slant 2.
None.
You could have a walkable water-like effect by having floor traps on walkable tiles that are in the middle of a body of water.
Or using walkable Null and having the units walk in straight lines.
None.
It really isn't that hard to do isometrical terrain, and you seem to be the type of guy that relies on everyone else to help you with even the easiest, most obvious things
. Also, please use correct grammar, it helps other members respect you more than you already should be.
Oh oh, I to ohave a stupid question.
... Not that your question was stupid, it was pretty cool.
What null tiles are actually walkable?
None.
What null tiles are actually walkable?
The ones to the right of creep in the tileset index. In installation these ones don't work (I think) but LoveLess (Now SafeReality) discovered a walkable null tile in there.
but in installation theres a buildable tile i forget which one though. Its all in this reference
http://www.staredit.net/maplantis/index.php?sid=989f634a85;wiki=88
None.
There was a map in which there was "underwater", which was lower ground with pylon auras.
None.
There was a map in which there was "underwater", which was lower ground with pylon auras.
I remember that. It was pretty cool, but too many pylon auras make things look funny/bad.
None.
What null tiles are actually walkable?
The ones to the right of creep in the tileset index. In installation these ones don't work (I think) but LoveLess (Now SafeReality) discovered a walkable null tile in there.
If memory serves, you can only create units over it, but they cannot walk on it. Hence his test map where zerglings attack you by 'running' from the walls, which are also unwalkable - SC allows the units to be created at the null terrain placed over the walls, but because they cannot walk on it, they try to run to the nearest walkable tile.
None.
what do you mean by not walking on the null tile, if you move create or preplace a unit on the proper null tile they can walk all over it until they come to some normal walkable tiles, if they go on the normal ones they cant get back onto the null tiles, if a unit moves onto some unwalkable terrain it will sort of scramble to walkable terrain. You can also get units on null terrain with a dropship i think.
None.
what do you mean by not walking on the null tile, if you move create or preplace a unit on the proper null tile they can walk all over it until they come to some normal walkable tiles, if they go on the normal ones they cant get back onto the null tiles, if a unit moves onto some unwalkable terrain it will sort of scramble to walkable terrain. You can also get units on null terrain with a dropship i think.
Huh? All I've said was that the tile he discovered was like a normal null tile except units can be created on it.
None.