Staredit Network

Staredit Network -> Terrain -> Gimme More Cool Locations
Report, edit, etc...Posted by Wilhelm on 2005-05-02 at 01:23:45
The ruins ramp is just so god damn cool.
Report, edit, etc...Posted by Rantent on 2005-05-02 at 02:32:54
Ya I took my time with this one, there isn't much blockyness at all. As for the map, I will post it when I have it. (wth?) It's not on this comp sadly. sad.gif That was just one of the scenes on it though. shifty.gif
Report, edit, etc...Posted by Grizzly(B2BF) on 2005-05-02 at 16:37:06
Very Nice Rantent especially the ruins ramp - blends nice with the wall. Good job. Is the marine covering up a flaw in the bridge? tongue.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-02 at 17:20:30
I had an idea. make the screen shake and put guys bouncing all over, then make it so the crack widens. tongue.gif i will make that later.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-02 at 22:19:28
Well, Messing with Kows Map he made this morning, I made a new bridge, it's like other bridges, but instead of being a wall, it's open underneath, so i guess that makes it semi-new. It look alright, but it's not the greatest. Hall Of Famer Anyone?

user posted image

Now i think it looks like a rail road train bridge... If we could extend it for both sides, put it in a river valley, and add a train or tracks on it.. that would look sick.

user posted image
Report, edit, etc...Posted by chuiu on 2005-05-02 at 22:42:55
You need to use 4 sprites per section but it's well worth it, very nice!
Report, edit, etc...Posted by PodFedJay on 2005-05-02 at 23:28:41
Rantent that is awesome... perfect blending..

Ha, nice bridge there trigga
Report, edit, etc...Posted by Kamikaze.Kow on 2005-05-03 at 00:12:07
Too bad you cant add a small shadow under the bridge, would give more perspective.

Nice bridge thar anyway trigga!
You should save me some work and post the rest of that map here for me! tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-03 at 02:10:15
Hmm, nice trench-like thing ratent. I might use that, if I can find a way to check if units get near or not in the map (without a trillion pre-placed locations).
Report, edit, etc...Posted by glytchur on 2005-05-03 at 08:30:33
burrow alot of drones or something for the enemy, and put a location around the unit that u want to get near or not near it...


Trigger
Description:
and do something like this...
Players:
¤ player 1
Conditions:
¤ player 8 brings 1 (burrowed) drone to (location around the unit)
Actions:
¤ minimap ping at (location around the unit)


something like that... the burrowed drones belong to player 8 the enemy, and yur player 1 i think thats about clear enough...
Report, edit, etc...Posted by Grizzly(B2BF) on 2005-05-03 at 09:04:28
QUOTE(Grizzly(B2BF) @ May 1 2005, 05:17 PM)

About the search light.  I was thinking of yamato guns shooting at a moving dt, but I dunno how to make bcs do that... so maybe seige tanks? But then you got a bang...  disgust.gif

And then I thought disabled beacons.  I tried it but the beacons can't overlap and they are fixed to the square positions on the map so you cant have a smooth search light....which is gay. So I made a blinking search light with the beacons.  It's not very good but the archon ones are better.  They may be just right for a search light.  Heres the map with 3 of my attempts on:
[right][snapback]198994[/snapback][/right]



Hey Tuxedo .T. you missed the spotlight help. Don't want to have done the work for nothing. Even if it sparks another idea just have a look wink.gif cheers
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-03 at 10:10:56
QUOTE(Tuxedo Templar @ May 3 2005, 12:10 AM)
Hmm, nice trench-like thing ratent.  I might use that, if I can find a way to check if units get near or not in the map (without a trillion pre-placed locations).
[right][snapback]200112[/snapback][/right]


Just use my version of your cosair/probe player 2 thingy, it'll be blocked by the trench, unless you're wanting to enter the trench.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-03 at 18:37:52
QUOTE
Hey Tuxedo .T. you missed the spotlight help. Don't want to have done the work for nothing. Even if it sparks another idea just have a look  cheers
Yeah I did miss that lol. I look away for a day and this thread jumps 2 pages since my last post lol.

You guys must really love me! w00t.gif

As for entering the trench, what I really intend is that when you get near it, you fall to your death. I think the best way, since burrowed units arn't allowed over the cliff terrain (and I don't want a zillion of them lining the sides), will be to use some kind of cloaked building that fills the width of the trench, and draw them across the length of the trench. Then I'd just detect when the player gets near one, and then do some cheasy effect to emulate falling in it.

ADDITION:
QUOTE(Rantent @ May 1 2005, 10:01 PM)
Well I've been kinda busy, but I managed to pull off some pretty good terrain pieces last week, this is one of them, the others are on a different comp. [attachmentid=8562] This is an expansion of my waterfall, unfinished, but I like the ramps. One of which cannot see above the cliff when you climb it.
Then this is some other thing that I found. [attachmentid=8563] ermm.gif
[right][snapback]199477[/snapback][/right]

Dang that bridge/waterfall looks aweshum. As for the trench, I actually did that exact same blend, but I also made one for low dirt as well (which was what I needed).
Report, edit, etc...Posted by Ninebreaker on 2005-05-03 at 18:38:35
QUOTE
(Grizzly(B2BF) @ May 1 2005, 05:17 PM)

About the search light.  I was thinking of yamato guns shooting at a moving dt, but I dunno how to make bcs do that...


If you want to know how to make them fire, (spell = researched) Put a bc and turret somewhere (close, make sure bc is unallied to turret) Execute the AI-Script "terran9" and if u want not to see the bcs, just use the move trigger.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-03 at 18:54:02
QUOTE
Just use my version of your cosair/probe player 2 thingy, it'll be blocked by the trench, unless you're wanting to enter the trench.

Woops, I reread that and understand what you were refering to.

That *might* work, if there wasn't any other terrain around that could block the burrowed unit from moving under the player units. Good thinking.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-03 at 18:55:26
QUOTE(Tuxedo Templar @ May 3 2005, 04:37 PM)
Dang that bridge/waterfall looks aweshum.  [right][snapback]200400[/snapback][/right]


Do you mean my bridge? j/w
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-03 at 18:57:59
Well the scene looks cool, not so much the individual parts. I think that's what counts when it comes to doing custom terrain.
Report, edit, etc...Posted by Grizzly(B2BF) on 2005-05-04 at 11:18:30
QUOTE(Ninebreaker123 @ May 3 2005, 10:38 PM)
If you want to know how to make them fire, (spell = researched)  Put a bc and turret somewhere (close, make sure bc is unallied to turret)  Execute the AI-Script "terran9"  and if u want not to see the bcs, just use the move trigger.
[right][snapback]200411[/snapback][/right]


Cewl I'll check that poo.gif out!
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-04 at 18:39:18
Any ideas to make something?
I got bored & lazy with my Zeal...
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-04 at 22:53:42
Hell. I imagine various spiked doodad rocks, lots of burning stuff, assorted hellish creatures (thank satan for zerg units), and whatever else goes into hell.

So yeah, make me a hell.
Report, edit, etc...Posted by Rantent on 2005-05-04 at 22:56:08
You could try odd's chinese challenge.
A cemetary
A tree with a hole in it. (Like the Keebler elves)
A mirror (hehe)
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-04 at 23:13:56
I have the prefect detection method tux, to fall into the cliff only when you're near it
It only requires 1 unit, and like 2 locations... I need to see the map first, and where the cliff is.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-04 at 23:14:56
Don't wry, trigga, i already got one that works. Thanks anyway.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-05-04 at 23:15:59
What did you use? cause mine woulda pwnt all methods.
Report, edit, etc...Posted by Tuxedo Templar on 2005-05-04 at 23:20:58
I'm using a burrowed unit that's wider than the player's unit. It starts in another area of the map, then gets moved to the player's location, and if the move fails, I'll know the player is too close to an edge. If not, then I move it back to it's storage location.

I have another method that might be better, but I already triggered this one and it works, so why fix it if it ain't broke?
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