Staredit Network > Forums > SC1 Terrain > Topic: Installation
Installation
Mar 2 2008, 11:49 pm
By: stickynote
Pages: 1 2 3 >
 

Mar 2 2008, 11:49 pm stickynote Post #1



Can people please post their installation stuff?



None.

Mar 3 2008, 12:52 am lil-Inferno Post #2

Just here for the pie

Wilhelm made this some time ago:


Installation Prison

It's mostly traps, but it blends so nicely.




Mar 3 2008, 1:58 am MNeox Post #3



This terrain is so complicated to work with ><.



None.

Mar 3 2008, 5:09 am stickynote Post #4



Quote from MNeox
This terrain is so complicated to work with ><.
Clearly. There aren't a lot doodads to work with.



None.

Mar 5 2008, 11:51 pm l)ark_ssj9kevin Post #5

Just here for the activity... well not really

Mai turns!

1 and 2: Half-doors. There's a block line, but it somewhat blends..
3: One computer onlys.. didn't work out well..
4: Only thing terrain isa small pit, but its covered by sprite-whoring.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Mar 6 2008, 12:47 am stickynote Post #6



The junkyard is pretty cool.



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Mar 6 2008, 1:12 am Vi3t-X Post #7



Oooh Junkyard would look betterz with Machine Shop though. Whilhem's design is Trap-Whored

Go To: Falkoner's website and download the terrain pack, got everything you need...



None.

Mar 6 2008, 4:02 am Falkoner Post #8



There's only 2 maps I've found for Installation, but yeah, they both have some pretty good blends.



None.

Mar 15 2008, 8:32 pm Paravin. Post #9



Station 6 (I think) had great Installation terrain.



None.

Mar 15 2008, 10:00 pm stickynote Post #10



You mean 5th Station?



None.

Mar 15 2008, 11:58 pm lil-Inferno Post #11

Just here for the pie



Only piece I could find so far.




Mar 16 2008, 12:11 am Zergblender Post #12



Quote from lil-Inferno


Only piece I could find so far.
Damn, those traps are placed by hand ugh . . .
use ultra fine grid, people.



None.

Mar 16 2008, 1:34 am Symmetry Post #13

Dungeon Master

Quote from Zergblender
Quote from lil-Inferno


Only piece I could find so far.
Damn, those traps are placed by hand ugh . . .
use ultra fine grid, people.

Yeah, I wasn't smart back then (that's my piece, thanks for the credit e_e).



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

Mar 16 2008, 5:27 pm Vi3t-X Post #14



Whats even better is that he used traps. The unwalkable terrain continues!



None.

Mar 16 2008, 5:52 pm lil-Inferno Post #15

Just here for the pie

Quote from Vi3t-X
Whats even better is that he used traps. The unwalkable terrain continues!
What are you talking about, it's completely walkable.




Mar 16 2008, 11:12 pm payne Post #16

:payne:

LMFAO?



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Mar 16 2008, 11:32 pm Falkoner Post #17



Yeah, why would he make the terrain under the traps unwalkable? That's just stupid.



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Mar 17 2008, 12:07 am Vi3t-X Post #18



Your proving my point with what you just said...

My point being that the terrain, yes, is walkable, but doesn't fuction the way normal terrain does.
Eg. This pixel = unwalkable, now its walkable, WTF?



None.

Mar 17 2008, 2:29 am Zergblender Post #19



Quote from Vi3t-X
Your proving my point with what you just said...

My point being that the terrain, yes, is walkable, but doesn't fuction the way normal terrain does.
Eg. This pixel = unwalkable, now its walkable, WTF?
The traps are walkable when owned by player 9 or some other neutral.
I made sidewalks in badlands using that all the time.



None.

Mar 17 2008, 11:25 am candle12345 Post #20



Just a thought.

Are blends nowadays becoming more art than functionality?
Surely those 200~ floortraps lag and add quite quickly to the unit/sprite cap...
Or am I mistaken?

Can someone clarify this for me, because I think it really is more art than mapping.

Not taht I dissapprove, the best art is in a constrained environment. And this stuff is damned constrained.



None.

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