Bottom edge was easy. Top edge was a bitch.
THIS is something new and nice. Very well, finally a bridge not using a bridge tile, never seen before
awesome.
Please report errors in the Staredit.Network forum.
This is what the community is about people bringing there ideas together so that in the end of the journey there's something truly epic and this might even squeeze some more starcraft before starcraft 2 comes out and we start it again
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It just occurred to me that using Ruins rather than High Dirt could eliminate the vision problems.
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I like the first one apart from the transition from the left side and right side of the ramp to the cliff.
not much to it, under coastal cliffs the doodad should be in there the other part was from water temple...
The bottom left is cliff thing...
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Updated map. All of the bridges in this topic, plus implementations of the two methods for creating permanent Creep, if anyone cares.
Attachments:
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I feel like everybody names their interesting terrain on jungle jungle experiments. I have 2 or 3 of those in my jungle folder, 3 or 4 now, thanks to djc.
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Newest project! Comment please!
(Walkable for tanks, archons, marines)
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A little dimension issues going on there.
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Newest project! Comment please!
(Walkable for tanks, archons, marines)
Very great! +1
Can ultralisk walk through it?
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Newest project! Comment please!
(Walkable for tanks, archons, marines)
Very great! +1
Can ultralisk walk through it?
Doesn't look like it. Big issue if it's used for melee.
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I agree with Ciara, there's a slight problem with the bottom edge where it meets the cliff. It looks too flat -- it doesn't look like it's sloping upward, because there's no ledge along the bottom edge where it meets the cliff. Aside from that, though, it's a pretty neat blend.
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You guys worry too much, this could easily be made wider.
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You guys worry too much, this could easily be made wider.
Then it'll be 2 matrices wide and create ramp blockage problems as well as displacing it from ISO terrain. If you expand without messing up relative position with ISO terrain, then either it's 3 matrices wide, is half unwalkable, or has the edge completely redone.
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Improved ramp coming soon...
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You guys worry too much, this could easily be made wider.
Then it'll be 2 matrices wide and create ramp blockage problems as well as displacing it from ISO terrain. If you expand without messing up relative position with ISO terrain, then either it's 3 matrices wide, is half unwalkable, or has the edge completely redone.
This tileset is clay. This ramp is more flexible than most.
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I think I fixed the issues on this one...
(by the way, this one is not walkable for Ultralisks)
My newest one: (its a little blocky
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(Walkable for tanks,archons,ultralisks)
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I do not see any block
And further on, you can only mention if ultralisk can pass... that implies that any unit can pass
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Ok thanks!
I'll keep experimenting, so keep checking the thread for more terrain
EDIT: After looking back at my first ramp (one with height issues) and improved one, I realized I didn't make any changes... ><
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