Staredit Network > Forums > SC1 Terrain > Topic: Random Badlands Stuff
Random Badlands Stuff
Jul 12 2016, 8:49 pm
By: Sie_Sayoka
Pages: < 1 2 3 4 >
 

Jul 16 2016, 10:57 am Sie_Sayoka Post #21



Thanks. That looks pretty cool.



Double decker bridges.



Structure to water.



Broken bridges.



Cargo container. Has minerals inside of it that can be mined.



Deep water. This was done in jungle but something similar should be possible in badlands as the temple and cliff doodads are available there as well. The border blending would just have to use dirt or high dirt.



Stadium.

Post has been edited 5 time(s), last time on Jul 22 2016, 8:04 pm by Sie_Sayoka.



None.

Aug 18 2016, 6:25 pm Sie_Sayoka Post #22



Here's the latest version of terrain that I've been working on. I'm going to redo the majority of the map and I gutted everything else. The terrain is around 90% complete with the majority of unfinished areas being at the bottom part.

Attachments:
outbreak clean.scx
Hits: 16 Size: 204.97kb



None.

Aug 18 2016, 6:46 pm JCarrill0 Post #23



Wow, talk about awesome...




Dec 23 2016, 5:41 pm Sie_Sayoka Post #24



Working on my map again since I have time now. I redid the ships and focused on limiting the default bridge blocks so they wouldn't just be a ship shaped bridge.



Destroyer v3. Not quite satisfied with how the bridge turned out. I'll probably have to redo the walls.



Carrier v2. I'm quite happy with how sleek it turned out. I managed to get the correct profile of a Nimitz-class carrier.



Virginia-class submarine. If I have enough sprites left over in the map I'll cover the edges with trap spites so it will blend into the water better.



Various high dirt>asphalt transitions.



Structure>dirt transitions.



None.

Dec 24 2016, 2:20 am Pr0nogo Post #25



Love these, always need more badlands blends. Looks very nice!




Dec 25 2016, 11:59 am Wormer Post #26



Wow! I love the idea behind the submarine, it's fantastic!



Some.

Dec 25 2016, 10:45 pm Sie_Sayoka Post #27



Thanks.



Here's the sub with 55 traps. It looks much better but it's quite an investment. AFAIK missile trap sprites will crash the game so either I'd have to use units or use more sprites with the smaller gun traps. Wall missile traps could be used instead of the sign sprites but they're stuck in aim animation within the editor.

Some idea would be instead of having a nuclear silo it would just be floor missile traps owned by an active comp. When you want to launch a missile spawn a burrowed enemy comp unit near the trap so it plays the aiming animation. Remove the burrowed unit and create the missile above the trap.



None.

Dec 25 2016, 10:53 pm Dem0n Post #28

ᕕ( ᐛ )ᕗ

The traps kinda blend too well, making the ship look like it doesn't have any sides. It just looks like a flat platform floating on top of water.




Dec 25 2016, 11:48 pm NudeRaider Post #29

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

I too, prefer the non-covered variant. Though maybe there's another way to make it look smooth but not flat.




Dec 26 2016, 1:17 am Sie_Sayoka Post #30



True.



Taken from in game. The wall missile traps blend much better than I expected. For the far side of the sub I'll use disabled installation doors to cover up some of the blockiness.



None.

Dec 26 2016, 12:49 pm TF- Post #31

🤙🏾

Cool ships/subs, makes me wonder how they'd work in-game.

IIRC there's no crash issues with trap sprites of any kind? I definitely had floor missile trap sprites without crashing.
At some point I also realised you could safely raise the sprite limit in scmdraft from 250 to around 400, you'll just run out of sprites faster if there are giant battles.



🤙🏾

Dec 27 2016, 7:29 am Sie_Sayoka Post #32



The ships will act as missile platforms/bases within the map. I'm planning on having the destroyer docked so you can board it whilst you can take a helicopter to board the carrier.

I remember when I was testing some terrain that missile trap sprites either crashed or didn't behave properly and I had to use missile trap units. I was using a P15 map revealer though and I know it causes some unforeseen consequences in relation to sprites.

I do plan on having large scale battles so I try to keep both sprite and unit limit low on the blends.



None.

Dec 27 2016, 7:30 am Pr0nogo Post #33



What kind of map are you making with this kind of terrain? RPG?




Dec 27 2016, 7:38 am Sie_Sayoka Post #34



An ARPG with zombies. You play as part of the Navy evacuating the citizens of an overrun city.



Final blend for the destroyer. I've fixed the walls and now the depth of each plane reads clearly. If it were to be mirrored (facing right) you could add power generators as the smoke stacks. However I quite like the obsidian towers.



None.

Dec 27 2016, 3:39 pm NudeRaider Post #35

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

Quote from Sie_Sayoka
I do plan on having large scale battles so I try to keep both sprite and unit limit low on the blends.
Then definitely skip the traps altogether. The first version didn't look too bad and I'm not even sure I like the final version better. So definitely not worth it.




Dec 28 2016, 1:24 pm Sie_Sayoka Post #36





Apartment buildings with backyards. Unsure if I'll keep the plated sidewalk.



Tried out structure sidewalks just for fun. It wont be practical to use in the map though. Maybe it would be nice to have for a movie or air unit map.



High dirt>structure transitions.



None.

Dec 28 2016, 11:35 pm Excalibur Post #37

The sword and the faith

Sie, you are becoming the WoodenFire of Badlands! I would never have thought that this tileset could be used so creatively. Its giving Jungle a run for its money. :P




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Jan 4 2017, 9:19 am Sie_Sayoka Post #38



Thanks.



I've been working on ramps lately. Since functionality for ramps is the #1 concern I needed blocks that would both be walkable and blend sufficiently. The default 3/4 structure tiles are partly impassible. However, the 3/4 structure tiles that are used for corners do not have this limitation.




With these tiles it is possible to use them at the edge of the reverse ramps to allow free movement for large units.



Similarly we can use the 3/4 tiles to partially blend the bottom of the default ramps in a structure-structure ramp.



None.

Jan 10 2017, 4:33 am Sie_Sayoka Post #39



Took a small break from badlands. Maybe I'll do snow or desert later.



High walls.



Bridge overhang.

Post has been edited 1 time(s), last time on Jan 10 2017, 6:36 am by Sie_Sayoka.



None.

Jan 16 2017, 9:23 pm Pr0nogo Post #40



That bridge overhang looks fucking beautiful. Great work!




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