Post Some Terrain!, Why hello there.
Post #161
Tempz
Jan 15 2012, 6:29 pm
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What a caterpillar calls death a master calls a butterfly.
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Thought I'd show you the pic of the doodad i made...
![]() (video of me making it above) ![]() ![]() ![]() ![]() ![]() ![]() 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) |
Post #162
Lanthanide
Jan 15 2012, 8:21 pm
Post #164
Tempz
Jan 27 2012, 11:08 am
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What a caterpillar calls death a master calls a butterfly.
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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...
Attachments:
![]() ![]() Sorry i copy and pasted this thing so it has some blocks around the edges =p 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) |
Post #169 Pr0nogo Feb 28 2012, 1:18 am
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Rank: Goff
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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. ![]() ![]() ![]() ![]() ![]() ![]() This post was edited 1 time, last edit by Pr0nogo: Feb 28 2012, 1:46 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #170
UnholyUrine
Feb 28 2012, 1:49 am
Post #173 Pr0nogo Feb 28 2012, 11:34 am
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Rank: Goff
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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)? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #175 Pr0nogo Feb 29 2012, 8:17 pm
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Rank: Goff
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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. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #176 Dizzy Aug 5 2012, 3:18 pm
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Aquatic Base (25%)
![]() (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 ![]() ![]() ![]() ![]() ![]() ![]() |
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