Staredit Network > Forums > SC1 Terrain > Topic: Pr0nogo's custom doodads
Pr0nogo's custom doodads
May 29 2017, 3:30 pm
By: Pr0nogo
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Sep 21 2017, 6:03 pm Pr0nogo Post #61


Sep 22 2017, 6:49 am Pr0nogo Post #62

Queen's nest:

Sep 23 2017, 5:17 am Pr0nogo Post #63

Greater spire:

Sep 24 2017, 6:08 am Pr0nogo Post #64

Ultralisk cavern:

Defiler mound:

Post has been edited 1 time(s), last time on Sep 24 2017, 6:45 am by Pr0nogo.

Sep 25 2017, 7:47 am Pr0nogo Post #65

I'm starting to update some of the older structures and complete work on the last few units that need to be created.

Here are some comparison shots for the updated graphics. Old -> new, as always.

Hatchery 1:

Lurker 1:

Nydus canal 1:

Nydus canal 2:

Spore colony 1:

Spore colony 2:

Sunken colony 1:

Sunken colony 2:


And here are some new graphics.

Lurker 2:

Ultralisk 2:


Post has been edited 8 time(s), last time on Sep 26 2017, 3:28 am by Pr0nogo.

Sep 26 2017, 3:38 am Pr0nogo Post #66

I've updated last night's ultralisk variation to make it look a bit more crumpled. Old -> new:

I've also done a host of additional graphics and updates and will continue to work throughout the night.



Infested Terrans:

Post has been edited 3 time(s), last time on Sep 26 2017, 9:47 am by Pr0nogo.

Nov 3 2017, 1:38 am Pr0nogo Post #67

Back to work on these for the first time in a while.

Updated the third infested terran variant. old -> new




Mutalisk #3:

Hydralisk #4:

Lurker #3:

Infested terran #1 update:

Ultralisk #3:

Scouts #3-4:

Supply depot #2:

I think that's everything for the ruined terrain project. I've done at least 1 graphic for every melee unit or structure across all 3 races. I'll return to this thread with other doodads, most likely tileset-specific ones. Thanks to everyone who's helped me out during the production of these!

Post has been edited 10 time(s), last time on Nov 3 2017, 5:38 pm by Pr0nogo.

Nov 4 2017, 9:44 pm Pr0nogo Post #68

A few extra variations of terran buildings are incoming. These should be the last assets I make before moving on to general terrain tiles.

Missile turret #3:

Bunker #2:

Goliath #3:

Goliath base (to match the goliath turret)

Post has been edited 3 time(s), last time on Nov 5 2017, 1:47 pm by Pr0nogo.

Nov 6 2017, 4:04 pm Pr0nogo Post #69

I've updated missile turret #3. old -> new

Photon cannon #3:

Updated command center and comsat. old -> new

Post has been edited 2 time(s), last time on Nov 6 2017, 7:48 pm by Pr0nogo.

Nov 10 2017, 1:10 am Pr0nogo Post #70

Updated fleet beacon. old -> new

Mar 26 2018, 6:33 pm Pr0nogo Post #71

Finally got around to getting these in the game. Here's what they look like on jungle:

Direct link for big men

I'll be looking over some of the lower-quality doodads in this list and giving them a once-over (e.g. templar 1 & 2, firebat 2, marine 2, lurker 2, hydralisk 1 & 2). I'll also be making a few additional variations for things like zerglings, marines, zealots, and dragoons. If anyone has any specific recommendations or requests, you know where to post them.

Mar 26 2018, 10:56 pm Pauper Post #72

Damn dude! Nice job! Looks good!

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

Mar 28 2018, 4:53 am Pr0nogo Post #73

Thanks! I've learned a lot since I started, which is easily evidenced by the following new doodads I've created.

Zealot 4:

Firebat 2 (replaces left image):

Marine 2 (replaces left image):

The difference between the two art styles/levels of quality is off-putting and it will undoubtedly drive me to replace all 200+ doodads I've made since I opened this thread. For now I'll just add these ones, but I'll post any additional ones I make.

Apr 2 2018, 4:20 am Dungeon-Master Post #74

It's pretty late for feedback, but I feel like a different angle on the asphalt as it goes up the ramp would make it more believable. It's a really neat doodad like all the rest, but the angle somewhat creates some impossible geometry.


Jun 4 2018, 4:42 am Pr0nogo Post #75

Many months ago DarkenedFantasies replaced the asphalt ramp, which I forgot to post here. Here's what that looks like:

And here are some jungle ramp blends edited in photoshop to become seamless:


Dec 22 2018, 4:02 am Pr0nogo Post #76

SCVs and Marines from today's stream. Looking for feedback on readability, familiarity, and overall visual quality.

Jan 31 2019, 1:25 pm IlyaSnopchenko Post #77

Pr0nogo... whatever you get to do, it turns out to be pure gold.

Who am I, and why should I care?

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Pr0nogo -- even with that, doesn't work
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Pr0nogo -- trigedit won't compile or throw errors, i'll try with the custom aiscript files imported to the scmd mpq
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I'll try this now and see what happens
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