Staredit Network > Forums > SC1 Terrain > Topic: How do I make a jungled, mazelike terrian?
How do I make a jungled, mazelike terrian?
Feb 21 2009, 1:28 pm
By: XxMayhemxX  

Feb 21 2009, 1:28 pm XxMayhemxX Post #1



Im making a map with jungle terrain... How do I make it so i have many trees and also have it so the characters have to walk around the trees, not through them.. Im stacking the doodads, but the men are still walking through the trees, that i want them to go around, like a maze... i tried small doodads, and then sprite trees on top of them... I guess i need to find a doodad that is unpassable... and in the jungle setting, but if not, i can use the dirt toadstool rocks if need be...

Still i want a large jungle.. and i can use only so many doodads and sprites..
Another question.. how can i have more doodads and sprites?



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Feb 21 2009, 1:30 pm Vi3t-X Post #2



499 Sprite Max.

Beyond that, units wont shoot, and you can't place any more.


To create a wall, why not actually make a wall? I mean, if you're going to be using trees, the stumps will block the units perfectly. If there are gaps here and there, you could look into using DT walls or cloaked ghosts.



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Feb 21 2009, 8:17 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

place a ground unit in SCMDraft to see the walkable terrain on each tile. The shortest unit is a zergling, and the thinnest unit is a ghost. As long as you make sure neither can get through the gap, the maze will work. If you use units to block the path, AI gets funky.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 21 2009, 8:50 pm XxMayhemxX Post #4



Quote from Vi3t-X
499 Sprite Max.

Beyond that, units wont shoot, and you can't place any more.

To create a wall, why not actually make a wall? I mean, if you're going to be using trees, the stumps will block the units perfectly. If there are gaps here and there, you could look into using DT walls or cloaked ghosts.

499 sprites.. How many doodads can i have? I use scmdraft 2 or whatever
but the stumps of the trees arent blocking.. the civ is walking through them...which i don't want...
dt walls could work.. man i am gonna have a maxed map.. and this is for terrain ONLY...


Quote from name:Zachary Taylor
place a ground unit in SCMDraft to see the walkable terrain on each tile. The shortest unit is a zergling, and the thinnest unit is a ghost. As long as you make sure neither can get through the gap, the maze will work. If you use units to block the path, AI gets funky.

i am using a civ.. it walks through the doodad trees... altholater on i may need it to be ghost proof.. i wont have lings.. i dont think.. but if i do.. they will be allowed to cross the jungle
I've used some impassable doodads.. covered with tree sprites... but i quickly came to the sprite max with scmdraft2 like 1/32 of my map was covered with trees...

I have a large jungle covered island.... think the tv show Lost... and just being able to walk through all the trees wont work... it would make it too small a game and too easy to find stuff

maybe a large jungle covered island is impossible..
ive seen maps with many, many trees before tho...

i wish starcraft had an actual tree/forest/jungle terrian tileset.. we have jungle but all it is is grass...

I'm making the tv show Lost.. into an Exploration/RPG/RP/survival map...
Im still very early on in the process... not sure on objectives/style of game quite yet
I got the island mapped out, the hatch made.. locations for entering and exiting the hatch from 2 diff ways, and the caves and its entrance and exit...(think walking inside of something, into a large room) I plan on placing more stations you can go in and explore... I will post it in the ideas/making/In Progress thread...

if you dont know what it is.. google it, Lost I mean

Post has been edited 1 time(s), last time on Feb 21 2009, 10:33 pm by XxMayhemxX.



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Feb 21 2009, 9:02 pm Vi3t-X Post #5



Doodads can technically be infinite.
Everything else has already been explained. Try and use terrain instead of sprites.



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Feb 21 2009, 9:10 pm Norm Post #6



Use SCMdraft to illegally place tree doodads closer to each other than what is normally allowed. Also, you can use the foliage to cover up unwalkable terrain that doesn't blend.



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Feb 21 2009, 10:10 pm XxMayhemxX Post #7



Quote from Norm
Use SCMdraft to illegally place tree doodads closer to each other than what is normally allowed. Also, you can use the foliage to cover up unwalkable terrain that doesn't blend.
I tried .. im stacking the trees.. lining them up.. but stil they are still walking through.. maybe i turned the stack off for that time.. i'll check.. I'll have to look for a good impassable foliage..


Quote from Vi3t-X
Doodads can technically be infinite.
Everything else has already been explained. Try and use terrain instead of sprites.

you mean like just a skinny rocky wall... and put sprite trees over it?
i guess i never thouht of that.. and doodads would work then...

Post has been edited 1 time(s), last time on Feb 21 2009, 10:26 pm by XxMayhemxX.



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Feb 21 2009, 10:14 pm Vi3t-X Post #8



What I mean is, the terrain is infinite, and some doodads are just terrain. However, spirtes are still limited to 499, and some doodads have sprites, including trees.



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Feb 21 2009, 10:32 pm XxMayhemxX Post #9



ok.. so small rectangled raised jungle with doodad jungle trees.. should do the trick...



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Feb 21 2009, 11:48 pm Falkoner Post #10



Quote
Beyond that, units wont shoot, and you can't place any more.

Actually, I think this truly depends on the unit, I think a lot of units, especially those with Melee attacks still attack just fine when the sprite limit is maxed.

Doodads are just terrain, that sometimes has a sprite attached to it, it's really just a way of thinking of them. You might want to look into some extended terrain, as it's probably easy to make mazelike terrain with it.



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Feb 22 2009, 12:54 am XxMayhemxX Post #11



so small rectangled high jungle covered in trees wont work?

I know what extended terrain is.. but i need trees.. jungle trees, or forest trees.. thats why im using doodads...

Heres a screenshot of what i got so far..



A sort of a spiral path to the hatch.. and mazelike paths throughout the jungle..
Plain old jungle terrain can block the units paths.... but i need the foliage...

I need heavy jungle... but not on the whole map.. but most of it...
There will be small grassland areas.. seperating forests...like on Lost where the valley is... and rocky areas.. Like on Lost where the crater and Desmonds ship was....and such so i don't need all jungle..

As you can see on the minimap... basically everything that isnt mountian i need jungle.. sort of like this screenshot with paths through them.. but I definetly don't want it so a civ or rine or ghost can just stroll through trees.. and get to where he wants to go.. they have to explore the jungles.. and get lost.. like lost... with all the jungles, combined with the black unexplored areas of terrain, it will be hard to find things.. and people will have to explore the island first..

You think extended jungle terrain could suffice?

Post has been edited 1 time(s), last time on Feb 22 2009, 1:01 am by XxMayhemxX.



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Feb 22 2009, 1:08 am Norm Post #12



You could mix cliffs with tree doodads for impassible places to cut down on the repetition of your terrain. Don't forget that the in game view will look dramatically different than the editor view, so you can use the fog of war to add a jungle effect without the overuse of trees.



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Feb 22 2009, 1:30 am Falkoner Post #13



Quote
You think extended jungle terrain could suffice?

I think that your current setup has a crazy amount of sprites for a small section, so I think that if you use Raised Jungle it might work just as well.



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Feb 22 2009, 2:51 am XxMayhemxX Post #14



I'm using small rectangles... not isometric, and placing terrain...

I just tested some trees, and terrians, and diff combinations...and found some things out...
Most of this you guys might already know.. but i didn't til now...

Placing any of the regular tiles(jungle high, dirt high, rock high) via rectangles, can be walked over... except water...
except cliffside pieces(and other weird elevational pieces) under tileset indexed

But i have found 3 ways to make it work...
All of them involve tree doodads... cuz i need the trees.. i need foliage.. jungle... this is not questionable.. it wouldnt be Lost without lots of jungles... i might have to go single rows of tree doodads, instead of double or triple rows side by side like in my screenshot...
I tried sprites only...but all of them can be walked through, and i can place more doodads then i can sprites...

1. Going under tileset indexed.. and finding some cliff side pieces does work...i can't walk through them...
then placing a single row of tree doodads over them.

2. Making small, skinny cliffs isometricly, and placing trees doodads over them also works...

3. Lastly I find that making a row of tree doodads, with any terrain works.. but they have to be placed a certain way...

A vertical row of trees must be placed.. starting at the bottom and working up placing them to the top... then they are walk through proof.. my civ goes around...
but a vertical row of trees placed starting at the top and going down.. makes them all walkable...
so i just have to remember to build south to north with my trees...
same with a diagonal row of trees...



None.

Feb 22 2009, 2:52 am XxMayhemxX Post #15



Quote from Falkoner
Quote
You think extended jungle terrain could suffice?

I think that your current setup has a crazy amount of sprites for a small section, so I think that if you use Raised Jungle it might work just as well.


raised jungle just looks like green rocks.. i need the trees.. the foliage...

but i wil go single rows of trees, instead of triple rows.. like in the pic..



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Feb 22 2009, 2:57 am Vrael Post #16



Something that I do, is replace low Raised Jungle with High Raised Jungle (this must be done with copy/paste, not isometrically). That way it acts sorta like a cliff, where units on the ground can't see over it, and if you use the right parts they can't walk over it either. You could then just throw a sprite over top of it to make it look better, and it should cut down on your sprite count.



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Feb 22 2009, 5:22 am badcop Post #17



You can also do reverse what Vrael said to see up cliffs to see foliage if you ever need to do that.



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Feb 22 2009, 12:12 pm XxMayhemxX Post #18



ok I've been using scmdraft version 0.5.0, lol
i downloaded the new version and i can cut/copy/paste now

and now I have 2 new questions...didn't want to start a new thread...

1a. Can i copy and paste some shrubbery to make my jungle? there are a few tiles with bush/shrubbery/trees looking things..

1b.or maybe i can copy and paste doodads?


2. I have made a doublelayer waterfall like this guide...
Waterfalls
but i cant get the triggers to work for the creating and killing of the halluced air units...

I can do alot of things with triggers.. but i always have problems with figuring out who to give the triggers to..
neutral(p12)? all players? force1? player 11? enemy?



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Feb 22 2009, 12:28 pm Elvang Post #19



Under options->cut copy paste, select Copy Doodad Tiles. Then when you want to copy paste simply select the layer your interested in, right click somewhere on the map, then select what you want to copy.

Triggers won't run for any player over 8. All Players/Force X is essentially giving a copy of each trigger to each player that meets that criteria. Allies and Foes won't run either. You cannot create units for any player over 8 as well, though you can give units to them.



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Feb 22 2009, 1:30 pm MobiusOne. Post #20



Player "#"
~Conditions
-Bring 0 units to "Create & Kill"
~Action
-Create unit "Protoss Carrier" with properties "Hallucination"
-Kill units at "Create & Kill"
-Preserve



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