Staredit Network > Forums > SC1 Terrain > Topic: water?
water?
May 12 2009, 6:17 pm
By: melnikov  

May 12 2009, 6:17 pm melnikov Post #1



hi.
i have a question.
how can i make rivers and lakes?
is it able to make a beach?



None.

May 12 2009, 6:25 pm lil-Inferno Post #2

Just here for the pie

...By using water? As for a beach, I suggest you do something like KrAzY's concept map called "Perfect Slanted Terrain".




May 13 2009, 4:14 am Fallen Post #3



Quote from lil-Inferno
...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?



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May 13 2009, 4:32 am Jello-Jigglers Post #4



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.



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May 13 2009, 1:47 pm Zergblender Post #5



Quote from Jello-Jigglers
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.
When KrayZee showed that to me, he also mentioned DTs



None.

May 13 2009, 4:40 pm Jello-Jigglers Post #6



Quote from Zergblender
Quote from Jello-Jigglers
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.
When KrayZee showed that to me, he also mentioned DTs
Indeed, you are correct.



None.

May 13 2009, 5:04 pm melnikov Post #7



can i make walkable water like the river in DotA?



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May 13 2009, 6:07 pm Jello-Jigglers Post #8



Yes it's walkable. Check out Perfect Slant 2.



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May 13 2009, 6:26 pm lil-Inferno Post #9

Just here for the pie

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.




May 13 2009, 7:17 pm Pigy_G Post #10



Or using walkable Null and having the units walk in straight lines.



None.

May 13 2009, 8:15 pm melnikov Post #11



pictures. example maps?



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May 13 2009, 8:24 pm lil-Inferno Post #12

Just here for the pie

Quote from melnikov
pictures. example maps?
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.




May 13 2009, 9:21 pm Dungeon-Master Post #13



Oh oh, I to ohave a stupid question.

... Not that your question was stupid, it was pretty cool.

What null tiles are actually walkable?



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May 13 2009, 9:25 pm lil-Inferno Post #14

Just here for the pie

Quote from Dungeon-Master
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.




May 14 2009, 1:51 am samsizzle Post #15



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



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May 14 2009, 2:13 am ForTheSwarm Post #16



There was a map in which there was "underwater", which was lower ground with pylon auras.



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May 14 2009, 3:43 am Jello-Jigglers Post #17



Quote from ForTheSwarm
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.



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May 14 2009, 6:23 pm JaFF Post #18



Quote from lil-Inferno
Quote from Dungeon-Master
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.



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May 14 2009, 6:40 pm samsizzle Post #19



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.

May 14 2009, 7:25 pm JaFF Post #20



Quote from samsizzle
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.



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