Staredit Network > Forums > SC1 Terrain > Topic: First attempts at custom terraining
First attempts at custom terraining
Aug 18 2009, 11:17 am
By: LokiArexon  

Aug 18 2009, 11:17 am LokiArexon Post #1



So, I have pretty much never done much to explore custom terraining, but have recently decided to give it a whirl. Basically, what I'm trying at this point is taking terrain posted in the main thread here and trying to expand certain parts I like and make self-contained.

So far the terrain has been walkable, but I ended up having some issues with my sprite decorations in the second one when I launched it in-game, where some sprites moved beneath others, or others simply vanished. Not sure how to fix this quite yet to keep my glorious obelisks in-tact.

Any constructive criticism is appreciated, but please bear in mind this is literally the first time I've messed with this stuff at all.

(Some of falkoner's stuff is still in iww1a; the thing in the center is my first extended ramp ever. In iiw6 I started with "underwater temple" from the "house terrain" map by MNeox but turned it into more of a "Hanging Gardens" like island)

Attachments:
iiw6.scm
Hits: 17 Size: 52.73kb
iiw1a.scx
Hits: 12 Size: 36.28kb



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Aug 24 2009, 2:12 pm DaMiNaToR Post #2



You should probably post some screen shots if you really want feedback since not everyone can load up Starcraft to look at terrain. I myself usually only go on SEN while I'm at work so no Starcraft here.



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Aug 26 2009, 6:57 am NothingZ Post #3



Well these by far are alot more well done than mine..
Except you overused sprites in the first one.



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Aug 26 2009, 11:47 am LokiArexon Post #4



Here is hopefully a screenshot of the first one, without the sprites (just terrain).

Attachments:
Hanging Gardens.JPG
Hits: 19 Size: 213.3kb



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Aug 29 2009, 3:54 am samsizzle Post #5



I completely forgot about this. Overall everything looks good but blocky in some places. I really really like the temple overlapping thing you did. Its a good start, just refine as much as possible.



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
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[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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