Staredit Network

Staredit Network -> Terrain -> It's... hideous!
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-20 at 00:02:56
Heh, pretty cool. That first one would be perfect if it was about 2-3 times longer. That bottom one isn't a ramp, but looks neat nevertheless.
Report, edit, etc...Posted by Mp)Excalibur on 2006-09-20 at 01:29:14
We should have a space backwards ramp contest! happy.gif

-Ex
Report, edit, etc...Posted by Kenoli on 2006-09-20 at 02:26:34
QUOTE(Tuxedo Templar)
Heh, pretty cool. That first one would be perfect if it was about 2-3 times longer.
[attachmentid=21034]

QUOTE(Tuxedo Templar)
]That bottom one isn't a ramp, but looks neat nevertheless.
Units can walk over it, that's all I was going for really.

QUOTE(S.T.A.R.S-Le0n)
We should have a space backwards ramp contest!
Too late.
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-20 at 02:50:49
Er, I meant longer going outward. pinch.gif Like about as long as the real ramp.
Report, edit, etc...Posted by Kenoli on 2006-09-20 at 03:29:41
QUOTE(Tuxedo Templar)
Er, I meant longer going outward. Like about as long as the real ramp.
Oh.
If it's a ramp the same size, going down the back face of a cliff that you can't see, you wouldn't really see much of it.

Or you could make short ones for the front too. =P
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-20 at 04:15:53
QUOTE(Kenoli @ Sep 20 2006, 02:29 AM)
QUOTE(Tuxedo Templar)
Er, I meant longer going outward. Like about as long as the real ramp.
Oh.
If it's a ramp the same size, going down the back face of a cliff that you can't see, you wouldn't really see much of it.

Or you could make short ones for the front too. =P
[right][snapback]564433[/snapback][/right]

Well if you shorten the front one, the other'll then have to be shorter still, by the same logic. Unless there's no ramp at all, or something.

As far as map balance goes having it the same length would be necessary. It so happens these ramps are for base HQs in my map, which will likely see a lot of action. Therefore it's important for them to match up, lest one side get a siege defense advantage over the other.
Report, edit, etc...Posted by Jello-Jigglers on 2006-09-20 at 10:36:55
um, not really... Since its supposed to be isom, the back ramps would appear shorter due to the angle of viewing.
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-20 at 22:02:38
...which is what me and keno just said. tongue.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-09-20 at 22:33:47
what tux is saying is that since starcraft is actaully 2d, not 3d. the ramp has to be longer to be balanced, regardless of 'viewing angles'

a two-tile long ramp that appears to be three-tiles long is still only two-tiles long.
Report, edit, etc...Posted by Kenoli on 2006-09-20 at 22:49:01
QUOTE(Tuxedo Templar)
As far as map balance goes having it the same length would be necessary.
But the thinkness of the front and back of the cliff isn't even the same. =\

You could add some junk to the sides of the back ramp to make it longer.
[attachmentid=21043]
Report, edit, etc...Posted by Syphon on 2006-09-20 at 22:50:37
Oh right, I forgot about this...

*Syphon(MM) opens SCMDraft.
Report, edit, etc...Posted by Jello-Jigglers on 2006-09-20 at 23:07:29
QUOTE(Zeratul_101 @ Sep 20 2006, 07:33 PM)
what tux is saying is that since starcraft is actaully 2d, not 3d.  the ramp has to be longer to be balanced, regardless of 'viewing angles'

a two-tile long ramp that appears to be three-tiles long is still only two-tiles long.
[right][snapback]565167[/snapback][/right]


That makes tons of sense, but what I said still holds true. It depends on what you want, perfect balance in stratagy, or correct spacing and visual dimensions, which tux already stated to be the first.
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-20 at 23:25:10
Well I could do that, but what I want is a ramp; not junk. Especially if I'm gonna need to use it more than once (only 2 of them currently, though).

Yeah, cliff edges are a kind of inherent disparity of starcraft, but either way you can't physically cross them; only get closer from the lower ground. If I were to try to counter balance that, though, I'd probably want to make the rear ramp longer instead of shorter than its front counter part, or something.
Report, edit, etc...Posted by Kenoli on 2006-09-21 at 00:59:16
Somehow I doubt that the length of the ramp will have a significant impact on the balance of the map.
Report, edit, etc...Posted by dark_templar_99 on 2006-09-21 at 01:40:14
Hm... there is a limited number of tiles to use and to find a blend that looks exactly like a ramp would be hard. I like the ramp kenoli posted a lot.
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-21 at 04:28:52
QUOTE(Kenoli @ Sep 20 2006, 11:58 PM)
Somehow I doubt that the length of the ramp will have a significant impact on the balance of the map.
[right][snapback]565269[/snapback][/right]

Chokepoints always affect balance. Especially with lots of units.
Report, edit, etc...Posted by Sie_Sayoka on 2006-09-21 at 09:03:32
ill work on it... shifty.gif
Report, edit, etc...Posted by Jello-Jigglers on 2006-09-21 at 10:29:14
I think as long as the approx. widths are the same, then the only dissadvantage would be line of sight. Or am i wrong?
Report, edit, etc...Posted by IanMM on 2006-09-21 at 12:19:55
I'll try to hex one I'm good with space! and an fyi the ramp is four tiles long not three. Any way hexing it will help me find tiles for the editor I'm making.
Report, edit, etc...Posted by Zeratul_101 on 2006-09-21 at 17:11:22
does it honestly matter? it was an example...
Report, edit, etc...Posted by Lord-Omega on 2006-09-22 at 13:29:40
http://www.staredit.net/index.php?act=Atta...e=post&id=21043

realy this is about the same length as a real 1 because if you think about it, it wouldnt look the same length from backwards. i think this one is as good as it'll get, except id take out those 2 doodads at the end of it, those arnt needed.
Report, edit, etc...Posted by Kenoli on 2006-09-22 at 13:40:13
QUOTE(Lord-Omega)
http://www.staredit.net/index.php?act=Atta...e=post&id=21043

realy this is about the same length as a real 1 because if you think about it, it wouldnt look the same length from backwards. i think this one is as good as it'll get, except id take out those 2 doodads at the end of it, those arnt needed.
Those doodads are there for a reason.
Report, edit, etc...Posted by Wilhelm on 2006-09-25 at 21:23:34
user posted image
This is as close as I could get it using this particular set-up. Not much else can be done. The high platform on space really sucks, it's got NO doodads and only one terrain type on it. Seriously, it sucks.
Report, edit, etc...Posted by Tuxedo Templar on 2006-09-25 at 23:24:46
Yeah, you noticed that too? tongue.gif

That actually doesn't look too bad, by the way. What about the left side of it though?


Anyway, I figured out a way to get an incline with the traps method, so I might just stick with that and play it safe. It would be nice to have it as tiles, but frankly, I just want it done now. closedeyes.gif
Report, edit, etc...Posted by Rantent on 2006-09-26 at 02:16:37
Well I'd probably make something if I had the right computer. (I am still sad SCMD isn't out for macs)
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