Staredit Network > Forums > SC1 Terrain > Topic: Installation Backwards Ramp
Installation Backwards Ramp
Jul 18 2008, 2:34 pm
By: JaFF  

Jul 18 2008, 2:34 pm JaFF Post #1



The basic concept, a backwards ramp with a 'usual' (for other tilesets) ramp:


A substructure to surbstructure staircase:


And some random doodad combinations you may or may not find useful:


ADD:
Here is the map.

Post has been edited 1 time(s), last time on Jul 18 2008, 2:43 pm by JaFF.



None.

Jul 18 2008, 2:44 pm Symmetry Post #2

(Killer_Kow)

1st pic: Backwards is nice, useful. The bottom one's trap doesn't quite fit though.

2nd pic: Cool. Did you use traps on the walls at all? I can't really tell. You posted the map after I posted :P I see you didn't. I like it.

3rd pic: Neither looks very good, IMO.



:voy: :jaff: :voy: :jaff:

Jul 18 2008, 2:46 pm Doodle77 Post #3



1st one has height problems on the forwards ramp :/



None.

Jul 18 2008, 2:51 pm JaFF Post #4



Quote from name:Killer_Kow
1st pic: Backwards is nice, useful. The bottom one's trap doesn't quite fit though.

2nd pic: Cool. Did you use traps on the walls at all? I can't really tell.

3rd pic: Neither looks very good, IMO.
1. The bottom one's trap is only 1 pixel off the grid. It seems off because of the two tiles that are directly above it - they were taken fro mthe stairs, which have no 'divisions/blocks' (that stuff which looks exactly like a floor trap)

2. Those are usual walls. No traps or sprites used on them.

3. Probably you're right. I've used the left one in a map: I placed gas tanks above it to make it look like some holding device. That stuff has very limited use, but I decided to post it anyway.



None.

Jul 18 2008, 2:53 pm Symmetry Post #5

(Killer_Kow)

Quote from JaFF
1. The bottom one's trap is only 1 pixel off the grid. It seems off because of the two tiles that are directly above it - they were taken fro mthe stairs, which have no 'divisions/blocks' (that stuff which looks exactly like a floor trap)

I didn't mean it was off the grid, I mean it overlaps with the tiles above it. Which, rereading your post, may have been what you meant.



:voy: :jaff: :voy: :jaff:

Jul 18 2008, 2:57 pm JaFF Post #6



Quote from Doodle77
1st one has height problems on the forwards ramp :/
In what way? You're going directly from floor to substructure. What height problems do you speak of?
Quote from name:Killer_Kow
I didn't mean it was off the grid, I mean it overlaps with the tiles above it. Which, rereading your post, may have been what you meant.
That was what I meant.



None.

Jul 18 2008, 3:59 pm Falkoner Post #7



First two are awesome, especially the second one, the last one is just basic, good job, very well done with only 1 trap. :) Also, have you tried making the backwards ramp larger?



None.

Jul 18 2008, 4:20 pm Fisty Post #8



The second one is so good I might use it if I ever decide to make another map, first one is good too, but I'm not a fan of Backwards ramps. I like the third one too, because I tend to run out of doodads very quickly, and have to start placing multiples in the same room.



None.

Jul 19 2008, 7:24 pm JaFF Post #9



Quote from Falkoner
First two are awesome, especially the second one, the last one is just basic, good job, very well done with only 1 trap. :) Also, have you tried making the backwards ramp larger?
Larger ramp.

The first backward ramp uses 3 traps - one missile trap in the middle and two gun traps on the sides to cover the wall blockyness.

Thank you all for the positive feedback. I'm glad you liked my work. :)



None.

Aug 6 2008, 8:55 pm Dungeon-Master Post #10



Hell you bet i like you're work, I always though instalation=blockyness but iw as wrong, and its cool!



None.

Aug 6 2008, 11:20 pm Jello-Jigglers Post #11



meh... The back ramp is good, and the sub to sub is good, but the rest is just meh.



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