Staredit Network > Forums > SC1 Terrain > Topic: Terrain Hall of Fame
Terrain Hall of Fame
Jun 4 2008, 10:31 pm
By: Falkoner
Pages: < 1 2 3 4 533 >
 

Jun 7 2008, 11:01 pm Falkoner Post #41



Ah, see how beautiful it is now? Definitely a winner, but not enough to beat JaBoK's new piece :P

Also, can you guys please change your images to links on that first page? I wanna make it easier to load :P You can spam all the other pages with pictures all you want, just keep that front page clean.



None.

Jun 8 2008, 1:08 am stickynote Post #42



*Sobbing* I'm sure I can come up with something better. *Determination*

EDIT: I just realized that the topic title rhymes! :omfg: Terrain Hall of Fame!!! OMG!!!

Post has been edited 1 time(s), last time on Jun 8 2008, 1:26 am by stickynote.



None.

Jun 8 2008, 2:13 am stickynote Post #43



Double Post OMFG!

A multileveled arena structure:





None.

Jun 8 2008, 2:45 am JaBoK Post #44



Not bad, sticky, it'd look really cool if you found a way to make a bottom part to it, so there'd be two building things.

Here's a little thing I did, to look like a built up sort of emplacement thingy.





None.

Jun 8 2008, 3:10 am stickynote Post #45



I don't understand what you mean by "bottom part of it", but thanks anyway! :D
Damn Jabok, you're so good at this, that I want to marry you. (I'd rather not.) I like that, but I don't really like the back of the temple to dirt; it doesn't blend very well or naturally. The high dirt looks kind of shoveled on top of the temple wall in neat little squares.



None.

Jun 8 2008, 3:41 am Falkoner Post #46



Not bad sticky, that'd be cool in a Gladiator map or something. JaBoK, ya think you can make that prettier by doodading it up? :P If not, whatever, it just makes it look twice as good.



None.

Jun 8 2008, 4:04 am MNeox Post #47



Don't add this.
It isn't anything so interesting
but I liked it.
It was one of the ramps I made for one of my maps
I just thought it would be fun to show it ^^




None.

Jun 8 2008, 4:29 am Falkoner Post #48



I'll add it if you let me, I really like it :P



None.

Jun 8 2008, 5:05 am JaBoK Post #49



Yeah, Mneox, that's quite good, and Falk, wait on adding that, I think I'll pretty it up for the ladder, but really it was just for the blend.

EDIT

There we go:



Post has been edited 1 time(s), last time on Jun 8 2008, 5:30 am by JaBoK.



None.

Jun 8 2008, 5:12 am Falkoner Post #50



I'll replace it when you prettify it :P



None.

Jun 8 2008, 6:15 am MNeox Post #51



Well if you like it then I guess you can add it :]



Here is another terrain piece from the map I'm working on.
I wanted to show it so I could get help with the backpiece blend
so far I'm using this because it doesn't make the ingame vision retarded
so it's for that purpose.

I don't know if I want to submit this one either since it's almost the exact same thing as my "Jungle Rocks" piece.
But HEY if you can help me find a better tile to use for the backpiece cliff to grass, that would be great.
I didn't use the temple to grass because the fog-of-war makes it look stupid.
So far with the high grass it looks normal. Uhh yeah. ^^

P.S. JaBoK's piece looks like a duck facing north west, lol. It's still great ^^

Post has been edited 2 time(s), last time on Jun 8 2008, 6:35 am by MNeox.



None.

Jun 8 2008, 7:34 am JaBoK Post #52



I would take the high raised jungle and do an entire backside to the cliffs made of it, then place some units and do a vision test.

For the record, units see 2 squares to the right, and 3 squares to the left, over terrain higher then the terrain they're on, so things will look different even if they are symmetrical. But yeah, that's all I can think of for the back part.



None.

Jun 8 2008, 3:49 pm Falkoner Post #53



Have you tried using a bit of temple to connect directly into the grass?



None.

Jun 8 2008, 6:11 pm FooFighters Post #54



That looks better then before



None.

Jun 8 2008, 7:04 pm Zergblender Post #55



how about posting the map too?
I hate searching the tile index all over again.



None.

Jun 8 2008, 7:19 pm MNeox Post #56



Quote from JaBoK
I would take the high raised jungle and do an entire backside to the cliffs made of it, then place some units and do a vision test.

For the record, units see 2 squares to the right, and 3 squares to the left, over terrain higher then the terrain they're on, so things will look different even if they are symmetrical. But yeah, that's all I can think of for the back part.

Yeah thats what I used, the hight raised jungle, vision is fine, I just thought there would be another way so it Does look like a cliff.



None.

Jun 8 2008, 7:44 pm Zergblender Post #57



Falkoner, why don't you make a high dirt to high dirt cliff tutorial on your site too?



None.

Jun 8 2008, 10:07 pm Falkoner Post #58



MNeox, have you tried using temple, like I did here:


And Zerg, high dirt to high dirt is just kinda figuring out a couple of tiles that can be used to do it, which can be found in my compilation on the Custom Cliffs map.

Post has been edited 4 time(s), last time on Jun 8 2008, 10:58 pm by Falkoner.



None.

Jun 8 2008, 10:43 pm MNeox Post #59



thats cool falk but how to make it diagonal... lol, I'll find a way.



None.

Jun 8 2008, 11:41 pm Ahli Post #60

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from JaBoK
I would like to have that as the catacombs in my Diablo 1 map.




Options
Pages: < 1 2 3 4 533 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[08:35 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
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
Please log in to shout.


Members Online: O)FaRTy1billion[MM]