Staredit Network > Forums > SC1 Terrain > Topic: What Real Twilight Extended Looks Like
What Real Twilight Extended Looks Like
Sep 7 2007, 3:38 am
By: Jello-Jigglers
Pages: < 1 2 3 >
 

Sep 8 2007, 5:06 am Falkoner Post #21



Quote
Yeah the ramp is walkable and there's some new blends if you look closely :D

Such as the basicila to flagstones? I've seen that blend before, and it's a bit blockier when you actually play the game than it looks when you see it in the editor, just like all extended terrain.



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Sep 8 2007, 1:08 pm Jello-Jigglers Post #22



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Such as the basicila to flagstones? I've seen that blend before, and it's a bit blockier when you actually play the game than it looks when you see it in the editor, just like all extended terrain.
I'm not sure how it looks In-game but I don't necessarily think all extended terrain looks worse in game. But yes that is one of the things I was referring to :) Or how about the crushed rock - sunkenground/cliffside? I've never seen that before. And whats really neat is i just checked and it retains vision properties! :D



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Sep 8 2007, 9:52 pm Demented Shaman Post #23



Quote from Jello-Jigglers
Quote from Killer_Kow
Height problems ftl...
As there will be with anything that uses any sort of backramp... But thanks for the killer imput! :-_-:

Quote from devilesk
I dislike the first one the most. There's just that one square in the middle of the cliff side that's blocky and really sticks out to me.
So you dislike all of them is that what your saying, and that the first one is your absolute least favorite?
No, my bad, I didn't mean that. I meant to say I didn't like that one, but the other ones were alright.



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Sep 9 2007, 1:35 am dark_templar_99 Post #24



Quote from Falkoner
Quote
Yeah the ramp is walkable and there's some new blends if you look closely :D

Such as the basicila to flagstones? I've seen that blend before, and it's a bit blockier when you actually play the game than it looks when you see it in the editor, just like all extended terrain.
Yeah it is blocky ingame. However if you just get tiny corners of one tile and blend it with the other tile it'll work well.



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Sep 9 2007, 2:44 am Jello-Jigglers Post #25



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No, my bad, I didn't mean that. I meant to say I didn't like that one, but the other ones were alright.

Oh well thanks! :)

Quote
Yeah it is blocky ingame. However if you just get tiny corners of one tile and blend it with the other tile it'll work well.
Thats pretty much the best it can get regrettably... I thought it was a cool idea though :)



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Sep 9 2007, 2:36 pm Jello-Jigglers Post #26



K here are some updated, in-game screenshots of my latest work. :)

Part 1:


Part 2:


Part 3:


Part 4:


Tell me what you think :)



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Sep 9 2007, 3:24 pm Falkoner Post #27



They all look great, I love the crushed rock right next to the cliff, looks great. The only problems were simple problems you got from trying to do basic Isom with tiles. Overall GJ!



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Sep 9 2007, 4:21 pm Jello-Jigglers Post #28



Quote from Falkoner
They all look great, I love the crushed rock right next to the cliff, looks great. The only problems were simple problems you got from trying to do basic Isom with tiles. Overall GJ!

Wait like where? Cause if it's easy to fix I will :)



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Sep 9 2007, 4:25 pm Falkoner Post #29



In about every pic you have a few tiles that don't match up with the ones next to them, just because you were using square terrain instead of isometric.



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Sep 9 2007, 4:29 pm BeDazed Post #30



You could use some sprites to cover them up...



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Sep 9 2007, 4:36 pm Jello-Jigglers Post #31



Yeah but my whole goal is not to use sprites :) That's what separates me from everyone else ya see? Because instead of using fifteen sprites that don't really fit the setting, I find different blends that work and end up using 1-2 crucial sprites :) And i think sprites over accent the piece and stand out to the point of annoyance all to often...



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Sep 10 2007, 5:02 am Rawk_Flare Post #32



Holy crap you're really good. I'm a complete n00b at multi-layered terraining. You should teach me how to do these awsome stuff. You need alot art skills to do them though right?



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Sep 10 2007, 8:19 pm Jello-Jigglers Post #33



Quote from Rawk_Flare
Holy crap you're really good. I'm a complete n00b at multi-layered terraining. You should teach me how to do these awsome stuff. You need alot art skills to do them though right?
Haha sure I'll teach you haha :lol: And you don't really need art skills since your just putting tiles together, all you really need is some common sense and someone to show you the basics and then you're off. :) Do you want to learn twilight or another tileset?



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Sep 10 2007, 8:42 pm dark_templar_99 Post #34



How did you get the high cliff to crushed rock blend? I cant figure it out.



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Sep 10 2007, 10:56 pm Jello-Jigglers Post #35



Well I could post the tile numbers, but would you rather me give you a map database I've been working on? :)



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Sep 14 2007, 2:37 pm hetzer Post #36



Twilight isnt any harder than any other tileset, the problem is the lack of variety in a big map.



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Sep 14 2007, 6:43 pm Jello-Jigglers Post #37



Quote from hetzer
Twilight isnt any harder than any other tileset, the problem is the lack of variety in a big map.
uh first off, what the heck are you talking about... Twilight is probably like 1000 times harder than jungle or badlands... It is also one of the less discovered tilesets... As for lack of variety, it has equal amounts of terrain layers as jungle desert and ice, and more then badlands ash and installation... Idk where you were coming from or where you were going with this one... :-_-:



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Sep 15 2007, 10:52 pm Rawr Post #38



Nice work. xP



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Sep 16 2007, 1:13 am Jello-Jigglers Post #39



uh thanks?



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Sep 16 2007, 11:26 pm WoAHorde Post #40



This is some very excellent work. I hope you produce even better and bigger twilight works.



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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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