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Post Some Terrain!, Why hello there.

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Creator: lil-Inferno
Time: Feb 20 2010, 4:44 am

Post #161     Tempz Jan 15 2012, 6:29 pm

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Thought I'd show you the pic of the doodad i made...

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(video of me making it above)

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Post #162     Lanthanide Jan 15 2012, 8:21 pm

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Second one is a lot better.

The first one looks like a collection of "things", rather than a "thing" by itself. I think if possible on the first one if you just had the right-hand bit which is column like, before it has the part that juts out leftward and connects to the other square pillar, it'd look better.

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Post #163     Oh_Man Jan 16 2012, 11:16 am

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Stop worrying about whether it is a 'thing' or not that doesn't matter at ALL. There is only one question you must ask: DOES IT BLEND?

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Post #164     Tempz Jan 27 2012, 11:08 am

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I'd thought i post something that took more than 10 minutes to make... in fact this one took about an hour or so over the time of 2 weeks...

(user posted image)

(user posted image)

Sorry i copy and pasted this thing so it has some blocks around the edges =p
Attachments:
scm file
Terrain.scm (56.11 kb)
1 hits.
This post was edited 1 time, last edit by Tempz: Jan 27 2012, 12:37 pm.

Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2)
Pm me for terrain requests (Jungle mostly)
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Post #165     samsizzle! Jan 31 2012, 4:10 am

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Quote from Oh_Man
Stop worrying about whether it is a 'thing' or not that doesn't matter at ALL. There is only one question you must ask: DOES IT BLEND?
If you're serious about this... I don't even know where to begin.

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Post #166     Oh_Man Feb 4 2012, 12:32 pm

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I'm fully srs.
I'm fully srs.

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Post #167     Pr0nogo Feb 20 2012, 10:19 pm

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(user posted image)
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From my campaign, Resilience Rising.

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Post #168     payne Feb 27 2012, 7:42 pm

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Made me think of RUSH! <3

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Post #169     Pr0nogo Feb 28 2012, 1:18 am

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I'm not familiar with it. Seems like you like the look, though, so I'll take that as a compliment.

Final doodad count on that map is 850, which, for a 128x128 map, is pretty good! Here's an updated screenshot of the dirt and raised dirt area, and quite a few other areas, now that I've added doodads.

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This post was edited 1 time, last edit by Pr0nogo: Feb 28 2012, 1:46 am.

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Post #170     UnholyUrine Feb 28 2012, 1:49 am

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Pic 1, 3, and 4 are good :D

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Post #171     Pr0nogo Feb 28 2012, 2:23 am

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It's a big fest of cliff stacking, yeah. Most of the non-cliff shots are just to show that I didn't make the entire map cliff... The map revolves around defending a mountaintop base and a Warp Gate, though, so it's a big focus of the scenario.

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Post #172     samsizzle! Feb 28 2012, 4:58 am

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Quote from Pr0nogo
Final doodad count on that map is 850, which, for a 128x128 map, is pretty good!
I don't understand.

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Post #173     Pr0nogo Feb 28 2012, 11:34 am

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It's probably closer to 900 due to extended terrain doodads and the like, but SCMDraft will only display the ones actually placed in the doodad layer. That number is 850.

What are you confused by? Is it the lack of RPG-style high numbers like 2,000 for the same map size, or is it the fact that it's way higher than the average campaign style number (which would probably not breach 150 or 200)?

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Post #174     samsizzle! Feb 29 2012, 3:23 am

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It's the fact that you actually have a standard for how many doodads are placed on a map.

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Post #175     Pr0nogo Feb 29 2012, 8:17 pm

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Every one of my maps in the past few months have had 700+ doodads, and most of them have been 128x128 in size. Of course, execution is the real deal, and that's what takes precedence, but I feel that a doodad presence that isn't so intimidating that a player can't walk but isn't so sparse that a player wonders if the planet is flat is a good middle ground to go by.

Another thing it depends on is the tileset at hand, though, so a hefty amount of doodads for jungle/badlands and ice tilesets is probably a good thing. I was hard-pressed to doodad in what I felt was an aesthetically-pleasing way for Rivalry's two Ashland missions because there are very few terrain options there, and only half of those have (natural) doodads.

In short, my standard isn't quantified by number of doodads, but by the execution of the aesthetics -- and, for me, that requires a hefty amount of doodads (in relation to map size). Personal preference, take it or leave it.

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Post #176     Dizzy Aug 5 2012, 3:18 pm

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Aquatic Base (25%)
(user posted image)
(You can also walk not only on the street but inside the raised panels to shoot behind signs from either direction without being seen)
(There's 2 special tiles I found. A ground tile and a high ground tile that is walkable; mixing them together making them seem like a high ground cliff tile which is awkward because of course cliffs are un-walkable)
Enjoy :rolleyes:

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