Staredit Network > Forums > SC1 Terrain > Topic: Installation Blends
Installation Blends
Jul 2 2008, 6:38 pm
By: Hug A Zergling  

Jul 2 2008, 6:38 pm Hug A Zergling Post #1



Why doesn't anyone ever make installation blends? Ive started 2, but never completed them, and I never see any. Is it just the fact that there hard to work with? I'll post mine, after Im done them :D



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Jul 2 2008, 6:59 pm payne Post #2

:payne:

... I'm pretty sure that if you would have checked through all the topics of this forum, you'd have found some :-_-:



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Jul 2 2008, 7:00 pm JaFF Post #3



There are few possible blends in installation that are not awfully blocky. Terraining in that tileset is based on combining different sets, pre-created totalities of little ideas to make something that has a unique feel to it. In a way, it's the most limited tileset in SC. Here is a terrain-only map that has most of the not-blocky blends and sets.



None.

Jul 2 2008, 7:33 pm Paravin. Post #4



Yeah, Jaff, posting your own map. :bleh:


Station 7, or something of that, has great installation terrain.




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Jul 2 2008, 9:06 pm Falkoner Post #5



My Fort Ethanios that I was planning on entering for the contest had some, but installation usually looks best just going Isometrical, but there are some blends that make it look better.



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Jul 4 2008, 2:34 pm Hug A Zergling Post #6



But theres so many Doodads to work with, couldn't you just use those?



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Jul 4 2008, 2:59 pm JaFF Post #7



It doesen't matter how many doodads are there, and how many tiles can we extract from those. What does matter is how blendable the whole tileset is by itself. Installation doesen't have lots of diverse/curvy lines and other shapes you can connect to eachother, that's the problem.

Post has been edited 1 time(s), last time on Jul 6 2008, 9:02 am by JaFF.



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Jul 5 2008, 9:18 am ATG Post #8



Falkoner's Terrain compilation has 1 (or 2?) installation terrain map(s).It's really difficult and maybe impossible to make something really cool with installation.It's like the opposite of Jungle, which has the most blends.



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[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.
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