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

Dungeon Master

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

Dungeon Master

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.



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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?



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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. :)



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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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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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