Staredit Network > Forums > SC1 Terrain > Topic: Post Some Terrain!
Post Some Terrain!
Feb 20 2010, 4:44 am
By: lil-Inferno
Pages: < 1 « 4 5 6 7 89 >
 

Jun 3 2010, 1:08 am stickynote Post #101



I spot blocks. :omfg:
Right in the middle top of your ramp, there is a tile that has a sharp point that gets cut off. Use a different ramp tile to blend it better.



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Jun 3 2010, 3:30 am samsizzle Post #102



LOL, david you pointed out blocks in the actual hard coded SC terrain.



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Jun 3 2010, 8:45 pm Adeon Post #103



Thanks for taking a look guys. Well, I tried to make it neat-looking, but I don't mind if it's not perfect.

Here's another piece of my first "custom-terrained" map:




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Jun 3 2010, 10:01 pm ImagoDeo Post #104



Quote from Adeon
Man, I didn't know how cool terraining could be in SC1 :P.

Exactly what I've been thinking.



Take note this was hosted on Flickr. I figured it out finally.

Also, I've made some changes since this pic was taken - I'll go re-upload in a second here. - Done.

Post has been edited 1 time(s), last time on Jun 3 2010, 10:08 pm by ImagoDeo.



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Jun 4 2010, 1:22 am stickynote Post #105



That's pretty nice.
Another waterfall attempt. Got a bit of waterfall obsession.




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Jun 4 2010, 3:23 am DavidJCobb Post #106



Very nice, sticky, though I think the bottom-left corner could be blended a bit better. :D



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Jun 4 2010, 4:21 pm Tempz Post #107



I swear i made something just like that except i thought it was too blocky w/e ;(



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Jun 5 2010, 4:08 am stickynote Post #108



Mine is pretty blocky. You can see lines where the water temple was swapped for the ruins temple.



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Jun 5 2010, 4:22 am DavidJCobb Post #109



Yeah, but those blocks are all forgivable.



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Jun 5 2010, 7:58 am CecilSunkure Post #110



Quote from DavidJCobb
Yeah, but those blocks are all forgivable.
Use some sprites, intelligently, and you're good.



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Jun 6 2010, 12:22 am stickynote Post #111



MOAR waterfalls!

This time a mini-waterfall.




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Jun 6 2010, 1:53 am DavidJCobb Post #112



Sticky, I don't see a height difference on your water"fall"...



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Jun 6 2010, 4:46 am samsizzle Post #113



and even if there were a height difference it wouldn't make any sense because the water would be coming out of nowhere.



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Jun 9 2010, 4:08 am ImagoDeo Post #114





A ramp!



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Jun 9 2010, 4:19 am samsizzle Post #115



The cave doodad and the high dirt ruin hole doodad don't blend very well, but nice try Imago.



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Jun 9 2010, 4:45 am ImagoDeo Post #116



Quote from samsizzle
The cave doodad and the high dirt ruin hole doodad don't blend very well, but nice try Imago.

It's not too noticeable. How would you do it differently?



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Jun 9 2010, 4:48 am stickynote Post #117



It might be better to use the high ruins hole instead of the high dirt hole; the ruins is lighter colored and blends better with the ramp.
I don't think using the cave was the greatest idea; it doesn't blend to great. Use the pillar on the cliff face temple structure doodad or find another blend.



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Jun 9 2010, 4:53 am ImagoDeo Post #118



Quote from stickynote
It might be better to use the high ruins hole instead of the high dirt hole; the ruins is lighter colored and blends better with the ramp.
I don't think using the cave was the greatest idea; it doesn't blend to great. Use the pillar on the cliff face temple structure doodad or find another blend.

The pillar's been done before. I'll mess around with it, though.



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Jun 9 2010, 3:07 pm stickynote Post #119



You could try the temple doodad (the big one that has the underwater version, the dirt one, and the high dirt and ruins one.)



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Jun 9 2010, 4:26 pm payne Post #120

:payne:

Quote from ImagoDeo


A ramp!
That kind of ramp has already been done and it had 0 blockiness, as far as I remember ;o
But still a nice try ;)



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