Staredit Network > Forums > SC1 Terrain > Topic: [] Tempz Tutorial 3 - Gameplay Consideration
[] Tempz Tutorial 3 - Gameplay Consideration
Apr 8 2010, 1:11 am
By: Tempz  

Apr 8 2010, 1:11 am Tempz Post #1



Gameplay Considerations

In Game Abuses

Consider Your terrain and if it can be abused such as there is a high jungle and what is suppose to be low jungle then they can stay there shoot and take less damage or if you have a low range teleport then they might be able to jump into an area that there not suppose to...

AI Trapping

This is basically when you convert too much of your doodads into terrain, or when your terrain is void (this means when you try to use isometric tool it ends up rectangular. To fix this have more doodads that aren't converted from terrain, move around custom doodads
to areas that have enough space, but sometimes protectors can do this glitch.

Firing Distance

This basically when a unit can fire unnecessarily into another part of the game for e.g say you have bare walls and a unit from half the game away even though its separated by a small wall if this is happening make the wall thicker or try to alter it in some way.

Vision Blocking

Vision blocking is when you have units unnecessarily blocked like say you have a bridge and high dirt, the bridge blocks off vision becuase its counts as low dirt meaning high dirt when blends nicely to it blocks off vision.

The Fatass Unit Glitch (Big things small holes 0_o)
Basically if you have a gap only big enough that ghost and lings, such units that can't fit such as a lurkers cannot take that route meaning that you if you want that unit to go in there make the gap wider.

If this topics gets enough attention since this fourms is near dead ill add some more stuff

Post has been edited 2 time(s), last time on Apr 14 2010, 12:03 am by Tempz.



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