Thought I'd show you the pic of the doodad i made...
(video of me making it above)
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Second one is a lot better.
The first one looks like a collection of "things", rather than a "thing" by itself. I think if possible on the first one if you just had the right-hand bit which is column like, before it has the part that juts out leftward and connects to the other square pillar, it'd look better.
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Find Me On Discord (Brood War UMS Community & Staredit Network)
Stop worrying about whether it is a 'thing' or not that doesn't matter at ALL. There is only one question you must ask: DOES IT BLEND?
I'd thought i post something that took more than 10 minutes to make... in fact this one took about an hour or so over the time of 2 weeks...
Sorry i copy and pasted this thing so it has some blocks around the edges =p
Attachments:
Post has been edited 1 time(s), last time on Jan 27 2012, 12:37 pm by Tempz.
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Stop worrying about whether it is a 'thing' or not that doesn't matter at ALL. There is only one question you must ask: DOES IT BLEND?
If you're serious about this... I don't even know where to begin.
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Find Me On Discord (Brood War UMS Community & Staredit Network)
I'm fully srs.I'm fully srs.
From my campaign, Resilience Rising.
Made me think of RUSH! <3
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I'm not familiar with it. Seems like you like the look, though, so I'll take that as a compliment.
Final doodad count on that map is 850, which, for a 128x128 map, is pretty good! Here's an updated screenshot of the dirt and raised dirt area, and quite a few other areas, now that I've added doodads.
Post has been edited 1 time(s), last time on Feb 28 2012, 1:46 am by Pr0nogo.
It's a big fest of cliff stacking, yeah. Most of the non-cliff shots are just to show that I didn't make the entire map cliff... The map revolves around defending a mountaintop base and a Warp Gate, though, so it's a big focus of the scenario.
It's probably closer to 900 due to extended terrain doodads and the like, but SCMDraft will only display the ones actually placed in the doodad layer. That number is 850.
What are you confused by? Is it the lack of RPG-style high numbers like 2,000 for the same map size, or is it the fact that it's way higher than the average campaign style number (which would probably not breach 150 or 200)?
It's the fact that you actually have a standard for how many doodads are placed on a map.
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Every one of my maps in the past few months have had 700+ doodads, and most of them have been 128x128 in size. Of course, execution is the real deal, and that's what takes precedence, but I feel that a doodad presence that isn't so intimidating that a player can't walk but isn't so sparse that a player wonders if the planet is flat is a good middle ground to go by.
Another thing it depends on is the tileset at hand, though, so a hefty amount of doodads for jungle/badlands and ice tilesets is probably a good thing. I was hard-pressed to doodad in what I felt was an aesthetically-pleasing way for Rivalry's two Ashland missions because there are very few terrain options there, and only half of those have (natural) doodads.
In short, my standard isn't quantified by
number of doodads, but by the
execution of the aesthetics -- and, for me, that requires a hefty amount of doodads (in relation to map size). Personal preference, take it or leave it.
Aquatic Base (25%)
(You can also walk not only on the street but inside the raised panels to shoot behind signs from either direction without being seen)
(There's 2 special tiles I found. A ground tile and a high ground tile that is walkable; mixing them together making them seem like a high ground cliff tile which is awkward because of course cliffs are un-walkable)
Enjoy
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My first try at terraining. It is damn challenging :S
By the way how do i make unwalkable tiles walkable?
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By the way how do i make unwalkable tiles walkable?
You don't, though you can use walkable null tiles (the ones next to creep in the tileset index) and move into unwalkable tiles.