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.
None.
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
Nice bridge, ships, and trees!
Virginia Class Submarine V2. Uses 4 sprites unfortunately.
None.
How do these look in remastered?
Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel
Streetlights look nice, shame they have collision.
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'.
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.
None.
Cool, looking forward to seeing more when it's done.
Yeah, SCR blends suck.. I wish an editor supported it
Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel
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.
None.
You're probably aware already, but do mind the "nook and crannies" error.
None.
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.
None.
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.
None.
Wasn't nooks and crannies fixed?
No idea.
Subway v2. I think there will be some issues with height from the grid tiles since they are regarded as elevation transitions.
None.
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.
None.
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!
None.
ALL PRAISE YOUR SUPREME LORD CORBO
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
I hope you can do more Random Ice Stuff.
None.