Staredit Network > Forums > SC1 Terrain > Topic: Crystal Valley
Crystal Valley
Mar 20 2010, 11:26 pm
By: payne
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Mar 20 2010, 11:26 pm payne Post #1

:payne:

Anyone thinks he'd be able to create a great piece of terrain involving crystals?
Only requirement is that it has crystals and a great ambiance (that means you might want to clutter it up a bit).
I am needing such a piece for the last section of my RPG (Tree of Genesis).

Inspiration:





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Mar 20 2010, 11:49 pm Gigins Post #2



Tileset jungle?



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Mar 20 2010, 11:49 pm Leeroy_Jenkins Post #3




My two-minute attempt



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Mar 21 2010, 12:25 am payne Post #4

:payne:

Quote from Leeroy_Jenkins

My two-minute attempt
That's awesome O_O
Mind sending me the map please?
If you could expand more on your concept, it'd be much appreciated.

And yes, Jungle Tileset.



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Mar 21 2010, 12:28 am Leeroy_Jenkins Post #5



I don't know what you mean by explain my concept :ermm:
You're gonna need to disable the cannons for the blue fire. I'm sure you know how to do that :bleh:

Attachments:
crystals.scm
Hits: 8 Size: 41.11kb



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Mar 21 2010, 12:29 am payne Post #6

:payne:

Quote from Leeroy_Jenkins
I don't know what you mean by explain my concept :ermm:
You're gonna need to disable the cannons for the blue fire. I'm sure you know how to do that :bleh:
I've written "expand" and not "explain" ;)
Thanks a lot. =)



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Mar 21 2010, 12:46 am Leeroy_Jenkins Post #7



How's this?


Post has been edited 1 time(s), last time on Mar 21 2010, 12:53 am by Leeroy_Jenkins.



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Mar 21 2010, 1:55 am xYoshix Post #8







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Mar 21 2010, 2:00 am payne Post #9

:payne:

The valley itself would use these pylon sprites and would look much more like Leeroy's attempt.
The mining-town would be inspired of Yoshi's attempt.
If ever there are other things that can come up of this, please send! =)

Post has been edited 1 time(s), last time on Mar 21 2010, 2:24 am by payne.



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Mar 21 2010, 2:08 am Leeroy_Jenkins Post #10



Quote from payne
The valley itself would use these pylon sprites and would much more like Leeroy's attempt.
The mining-town would be inspired of Yoshi's attempt.
If ever there are other things that can come up of this, please send! =)

Those aren't actually pylon sprites, that is the special water terrain that is walkable.



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Mar 21 2010, 2:12 am payne Post #11

:payne:

Quote from Leeroy_Jenkins
Quote from payne
The valley itself would use these pylon sprites and would much more like Leeroy's attempt.
The mining-town would be inspired of Yoshi's attempt.
If ever there are other things that can come up of this, please send! =)

Those aren't actually pylon sprites, that is the special water terrain that is walkable.
Lies?! I've never heard of such a thing. ;o
And does anyone have an idea of how the player could have some kind of interaction with the environment?
At this point of the story (it's at the very end), the whole world is sinking to the hands of the corruption. I'd like crystals to be hostile or something.
Maybe whenever the player collide a mineral patch, something gets out of it or a trap is set? Though that isn't really original.
Observers moving around as lost souls could be a nice effect and whenever you'd hit them you'd either be slowed down or have a shaking screen, as if you'd feel dizy. :O



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Mar 21 2010, 2:53 am Leeroy_Jenkins Post #12



I was trying to trick you. You didn't fall for it! :><:



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Mar 21 2010, 6:36 am DavidJCobb Post #13




Few issues with the Pylon Aura sprite coverage (few small spots where units' blueness changes, and one small spot where a movable unit is completely visible, no blueness), but the main goal was the terrain, so...

Looks about the same in-game as in the editor. The tops of the cliffs aren't visible. The interior is mud, with normal dirt at the entrance and some water cliff tiles to blend it better. (The difference between water cliffs and cliffs is practically invisible when buried under the Pylon Aura.)

Oh, and yes, you can get into the interior in the map. Simple non-hyper move triggers at the cave entrance (both sides).



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Mar 21 2010, 6:43 am Leeroy_Jenkins Post #14



Not bad!!



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Mar 21 2010, 6:47 am DavidJCobb Post #15



Thanks. :D It was quite heavily inspired by yours (the sprites) and Yoshi's (the minerals).



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Mar 21 2010, 6:49 am Leeroy_Jenkins Post #16



It always looks a lot better if you take a screenshot in game from the perspective of a unit actually in there!



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Mar 21 2010, 7:03 am DavidJCobb Post #17



Done.






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Mar 21 2010, 7:38 am Leeroy_Jenkins Post #18



Very good :rolleyes:



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Mar 21 2010, 1:21 pm MadZombie Post #19



I think the pylon auras make it look worse, at least the amount that was used but then again you couldnt use any less or the pylon lines would of made it looked even worse.

Maybe use pylon sprites as additional crystal? Will make it look more varied if used the right way.

If you want to have like the "crystals attacking you" then maybe you can have something like a trigger that creates a mineral patch and with the use of hyper triggers have it quickly set to 1% 25% 75% etc so it looks like it comes out of the ground for a quick jab and then do 75% 25% 1% (not really sure about the actual minerals required to make it look the correct stage) and use the scarab damage system to make it seem like it did damage.



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Mar 21 2010, 2:14 pm lil-Inferno Post #20

Just here for the pie

Quote from MadZombie
If you want to have like the "crystals attacking you" then maybe you can have something like a trigger that creates a mineral patch and with the use of hyper triggers have it quickly set to 1% 25% 75% etc so it looks like it comes out of the ground for a quick jab and then do 75% 25% 1% (not really sure about the actual minerals required to make it look the correct stage) and use the scarab damage system to make it seem like it did damage.
That's actually a really awesome idea.




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