Staredit Network > Forums > SC1 Terrain > Topic: Random Badlands Stuff
Random Badlands Stuff
Jul 12 2016, 8:49 pm
By: Sie_Sayoka
Pages: < 1 2 3 4 >

Jan 29 2017, 6:30 am Sie_Sayoka Post #41

Trees in twilight terrain.

In-game screenshot of a fruit tree using a disabled barracks for the shadow. I found that any more than 1 will distort the terrain too much from cloaking.

Unfortunately twilight tileset is very limited.


Jan 29 2017, 6:55 pm NudeRaider Post #42

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

pretty dope but those lazy trees :lmfao:

Jun 4 2017, 3:58 pm payne Post #43


Nice bridge, ships, and trees!

Apr 2 2018, 8:40 am Sie_Sayoka Post #44

Various Streetlights.


Apr 3 2018, 2:19 pm Sie_Sayoka Post #45

Virginia Class Submarine V2. Uses 4 sprites unfortunately.


Apr 3 2018, 11:55 pm Pauper Post #46

How do these look in remastered?

Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Apr 4 2018, 12:17 am Pr0nogo Post #47

Streetlights look nice, shame they have collision.

Quote from Pauper
How do these look in remastered?
Just as bad as the rest of the game. There are very few blends that look good in 'HD'.

Apr 4 2018, 12:39 am Sie_Sayoka Post #48

I'm not going to bother with remastered blends. I don't have it and it will probably look bad anyway.

Within the map I'm planning to add a border for the sidewalk or just have them spaced out well so the streetlights wont be a huge issue.


Apr 4 2018, 1:35 am Pr0nogo Post #49

Cool, looking forward to seeing more when it's done.

Apr 4 2018, 2:55 am Pauper Post #50

Yeah, SCR blends suck.. I wish an editor supported it :D

Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Apr 4 2018, 8:31 am Sie_Sayoka Post #51

Well it blocks out units but it just feels like a huge waste of space. Might be good in a defense map or something where space isn't a concern.

I'm just going to space them out and hopefully the pathfinding wont be horrible.


Apr 5 2018, 4:31 am Dungeon-Master Post #52

You're probably aware already, but do mind the "nook and crannies" error.


Jul 28 2018, 3:01 am Sie_Sayoka Post #53

With the new ramp tiles there's a lot more options for asphalt>structure and structure>structure transitions. There are also some interesting wall tiles from the 10 and 2 ramps.

Sidewalks are finally a thing now. They are fully walkable and on the same elevation as asphalt.

Hopefully we can get new bridge tiles in the future to solve the issue of limited water transition tiles.

Posts can be properly made. However, the issue of practicality with collision still remains.

The 3 and 6 ramps align to the isometric grid which allows for faux windows. New skyscraper terrain should be possible with enough variation.

Because the ramps are walkable the edges of 12 and 6 ramps are needed to create collision on the sides.


Jul 29 2018, 4:40 am Sie_Sayoka Post #54

Subway station. Converting the rail areas into walkable terrain should be easy, although if it's meant to be traveled past the station the arches would have to be replaced.

There may be issues with nooks and crannies.


Jul 29 2018, 2:49 pm Dem0n Post #55

ᕕ( ᐛ )ᕗ

Wasn't nooks and crannies fixed?

Jul 29 2018, 10:23 pm Sie_Sayoka Post #56

No idea.

Subway v2. I think there will be some issues with height from the grid tiles since they are regarded as elevation transitions.


Aug 21 2018, 7:51 am Sie_Sayoka Post #57

Basic stadium. It is tileable.

Super stadium. The ramps on the north and south are passable.

Subway tunnels. There are some issues with unwalkable terrain on the bottom but units should be able to freely move within them.

Sewer tunnels. The bottom tiles are special as they are buildable. This is why the creep reaches lower than it normally would.

Hedges and plants.


Feb 19 2019, 12:37 am Swampfox Post #58

Is there any chance you could share the latest version of your badlands blends? Your last one was from 2016 and I'd love to be able to use some of this stuff!


Feb 19 2019, 2:27 pm Corbo Post #59


Yeah! I agree!

These blends are sick and we all deserve to have them as well!

Really, really, really, nice work!
Hope to see more from you this year!

fuck you all

Mar 31 2019, 8:18 pm Rawflesh0615 Post #60

I hope you can do more Random Ice Stuff.


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[03:36 pm]
Oh_Man -- a program called mapstats I think it's on here to DL
[02:39 pm]
GGmano -- so theres a limit on total triggers on around 80k?
[02:38 pm]
GGmano -- thanks for info anyway
[02:38 pm]
GGmano -- how did you found that out ohh man?
[02:15 pm]
Oh_Man -- mapstats says 80k triggers
[2022-7-02. : 9:37 pm]
GGmano -- maybe its not about the size i guess since its now above 6000 and was saved
[2022-7-02. : 9:05 pm]
GGmano -- just seems like 6000kb is an obstacle not sure
[2022-7-02. : 9:05 pm]
GGmano -- idk it could also be about the map size its like above 6k kb map wont be saved,, 6000kb of triggers no sounds im aware sounds can go beyond that size
[2022-7-02. : 8:51 pm]
GGmano -- heres link for the new release
[2022-7-02. : 8:51 pm]
GGmano -- i now released it after deleting triggers 3 times sadly
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