Staredit Network > Forums > SC1 Terrain > Topic: Iso: Insight on Desert Compound
Iso: Insight on Desert Compound
Nov 15 2007, 8:19 am
By: Lockdown_a_Ling  

Nov 15 2007, 8:19 am Lockdown_a_Ling Post #1



I started to dust off one of my drafts for a map one night when I could find no sleep. This is one of the directions I found myself going with it. Ultimately I plan on one day polishing up this map for circulation on B.net to see how it fares among the prevailing kidiots. I know the double ramp is very blocky in places, I'm new to playing with terrain block by block. I've seen what some contributing members can do and I'm looking for opinions and constructive criticism on my work. Before the inside of the compound was empty so I thought I'd add in something that isn't typically seen in maps circulating around B.net.

I know there's plenty of room for improvement on the two directional ramps which is the main focus other than blending the ramps into the sandy/sunken pit.


Attachments:
SST_ Death Canyon.scx
Hits: 11 Size: 88.77kb



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Nov 15 2007, 11:17 pm payne Post #2

:payne:

This is REALLY nice!
I really likes how you extend the ramps...
But the second ramp should get fixed :P (I dunno how... but I'm sure some pro terrainers could help you!)



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Nov 16 2007, 1:07 am JaBoK Post #3



Double and extended are very good, the central structure on the other hand is extremely blocky, and IMO should be done in the same styles as the walls. A very good start, especially for a new terrainer.



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Nov 16 2007, 1:55 am lil-Inferno Post #4

Just here for the pie

I like your style, you just gotta fix the blends but I don't know how to so ya lol.




Nov 19 2007, 10:30 pm Lockdown_a_Ling Post #5



Which walls are you referring to? I've tried fooling around with the compound tiles and the metal meshing seems like its best for the job. I guess I should start fiddling around with more pieces to see what looks better. Other than that there's no real way around the blockiness of heightened compound other than sprites/doodads which obviously isn't applicable in this situation.



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