Staredit Network > Forums > SC1 Terrain > Topic: [New] Jungle Terrain
[New] Jungle Terrain
Apr 5 2010, 10:32 pm
By: XGenesis
Pages: < 1 2 3 >
 

Apr 8 2010, 12:14 am Devourer Post #21

Hello

Quote from DavidJCobb

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.



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Apr 8 2010, 1:14 am Tempz Post #22



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 :D



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Apr 8 2010, 3:31 am DavidJCobb Post #23



It just occurred to me that using Ruins rather than High Dirt could eliminate the vision problems.




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Apr 8 2010, 7:28 pm ImagoDeo Post #24



Quote from DavidJCobb
It just occurred to me that using Ruins rather than High Dirt could eliminate the vision problems.

POST THE MAP. :wub:



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Apr 8 2010, 9:28 pm lil-Inferno Post #25

Just here for the pie

I like the first one apart from the transition from the left side and right side of the ramp to the cliff.




Apr 8 2010, 10:15 pm Tempz Post #26



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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Apr 9 2010, 2:09 am DavidJCobb Post #27



Updated map. All of the bridges in this topic, plus implementations of the two methods for creating permanent Creep, if anyone cares.

Attachments:
Jungle Experiments.scx
Hits: 5 Size: 54.13kb



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Apr 9 2010, 5:14 am stickynote Post #28



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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Apr 10 2010, 1:56 am XGenesis Post #29



Newest project! Comment please!
(Walkable for tanks, archons, marines)





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Apr 10 2010, 2:00 am Super Duper Post #30



A little dimension issues going on there.



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Apr 10 2010, 2:01 am payne Post #31

:payne:

Quote from XGenesis
Newest project! Comment please!
(Walkable for tanks, archons, marines)

Very great! +1
Can ultralisk walk through it?



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Apr 10 2010, 2:19 am Aristocrat Post #32



Quote from payne
Quote from XGenesis
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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Apr 10 2010, 3:21 am DavidJCobb Post #33



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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Apr 10 2010, 5:08 am samsizzle Post #34



You guys worry too much, this could easily be made wider.



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Apr 10 2010, 9:44 pm Aristocrat Post #35



Quote from samsizzle
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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Apr 10 2010, 9:59 pm XGenesis Post #36



Improved ramp coming soon...



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Apr 11 2010, 12:21 am samsizzle Post #37



Quote from Aristocrat
Quote from samsizzle
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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Apr 11 2010, 8:09 pm XGenesis Post #38



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 :()

(Walkable for tanks,archons,ultralisks)



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Apr 11 2010, 8:23 pm payne Post #39

:payne:

I do not see any block :O
And further on, you can only mention if ultralisk can pass... that implies that any unit can pass ;)



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Apr 12 2010, 2:26 am XGenesis Post #40



Ok thanks! :)
I'll keep experimenting, so keep checking the thread for more terrain :D

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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[2024-5-10. : 8:46 pm]
NudeRaider -- Brusilov
Brusilov shouted: Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
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[2024-5-10. : 8:36 am]
Brusilov -- Hey, what happened to EUDDB? Is there a mirror for it somewhere? Need to do a little research.
[2024-5-09. : 11:31 pm]
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