Staredit Network > Forums > SC1 Terrain > Topic: Post Some Terrain!
Post Some Terrain!
Feb 20 2010, 4:44 am
By: lil-Inferno
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Jan 15 2012, 6:29 pm Tempz Post #161



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



(video of me making it above)



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



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

Find Me On Discord (Brood War UMS Community & Staredit Network)

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?




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



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...





Sorry i copy and pasted this thing so it has some blocks around the edges =p

Attachments:
Terrain.scm
Hits: 4 Size: 56.11kb

Post has been edited 1 time(s), last time on Jan 27 2012, 12:37 pm by Tempz.



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Jan 31 2012, 4:10 am samsizzle Post #165



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

Find Me On Discord (Brood War UMS Community & Staredit Network)

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




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








From my campaign, Resilience Rising.




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

:payne:

Made me think of RUSH! <3



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



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.









Post has been edited 1 time(s), last time on Feb 28 2012, 1:46 am by Pr0nogo.




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



Pic 1, 3, and 4 are good :D



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



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.




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



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



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)?




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



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



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



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.




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



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 :rolleyes:



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Sep 12 2013, 10:56 pm Blood Raven Post #177




My first try at terraining. It is damn challenging :S

By the way how do i make unwalkable tiles walkable?



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Sep 12 2013, 11:43 pm lil-Inferno Post #178

Just here for the pie

Quote from Blood Raven
By the way how do i make unwalkable tiles walkable?
You don't, though you can use walkable null tiles (the ones next to creep in the tileset index) and move into unwalkable tiles.




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[07:41 am]
Black_Overseer -- so cool
[07:41 am]
Black_Overseer -- remind me brood war beta. https://imgur.com/a/MUnHIeH
[03:01 am]
Corbo -- That was just a photshop. About to implement it right now
[03:00 am]
Corbo -- No, i took them from scmdraft lmao, just copypasted a single one
[12:45 am]
Pr0nogo -- and yes imo the second image looks better
[12:43 am]
Pr0nogo -- that does seem pretty useful, but thinking about it geographically, the layer before would have to replace the low dirt
[12:42 am]
Pr0nogo -- did you take those cliffs from the shitty stack blend lmao
[11:55 pm]
Corbo -- which probably looks better xD
[11:55 pm]
Corbo -- alternatively white: https://imgur.com/XkwQbQO
[11:46 pm]
Corbo -- like foggy, not able to see the bottom kind of high. Those doodads are gonna parallax. to give the 3d ness of the height because fuck yeah
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