Wilhelm, your only grounds for saying what you have is that you once, which you admited you weren't as expiereced with terrain as you are now, said Priate's terrain was bad at one time as blocky BUT you also added that the overall presentation gave the perfect effect and sprites were placed as you saw well. I belive this old interpritation of "Good" terrain is outdated and QPirate's underwater terrain is overrated... Pylon sprites have lines and making something usefull out of them may be quite easy, but is not enxcuse for skill. Placing sprites perfectly is not nearly as hard as getting terrain placed just as well.
You have always mentioned his underwater scene when arguing the legitimacy of sprites for a theme. I cover this in my post... why do you fight it when I have already dismissed it with correct backing and support... your case simply... doesn't work?
Perfect Theme /w Sprites < Perfect Theme w/o Sprites
Now, if the theme is indeed something not allowed perfectly by the pallet, like underwater movment, ashworld or desert in jungle, or other pathetic excuses for disprooving this statement when...
-> If you want ashworld stuff, go make your map in Ashworld...
Starcraft map terrain blending with different terrain sets is bad aesthetically when used incorrect. Ashworld rocks in pylon sprites in a cave is a good mix, but is far overrated. If I was still in my "Sprites are awsome because I am new at terraining (notice I didn't call myself a newb yet) and I can make Jungle become Twilight before my eyes!" I probably would of ended up with underwater scenes and what I now consider, Concept Terrain...
I am not saying Concept Terrain is easier then terraining, or am I? I just think Concept Terrain is, after this point in my career (dare I relate this to a job?) as a terrain maker (not professional, because people don't like my arrogance) and I see that Sprite placement was at its climax before my entrance into the SEN community... overrated sprited terrain verses, underrated perfect blends...
Now, Wilhelm, you have mentioned that perfect blends are useless when against an ezier to create theme that looks good, works well, and isn't horrabily blocky. My answer to the fact you think that a perfect blend is useless if it doesn't fit a theme or objective, just a pointless ramp complex or w/e you want to think all of my terrain usually is, is the fact that...
I have come accross countless numbers of perfect blends through terrain research trial and error and have come across dead ends with cave rock pieces, ramp middle sectors, cliff extended pieces connected with doodads, and that is just to name maybe 20-40 between those catagories. These blends have led to small ramps and objects that seem to be pointless... Not terrain or geological end. Very unique looking, but blocky if looked from far away. They use color varience and other shadow blending that may look blocky from afar, but close up, each pixel is right on the money... Perfect blends are chosen from countless number of failures. For ever succesful blend, I have maybe 3 or more that have failed in pointlessness. This prooves your point that, a Pointless perfect blend CAN occure, and maybe much of my terraining is pointless, but interesting non-the-less.
I can only hope that I come to a point where I find grounds to use illigitement twilight doodads...
Hehe, I like the look of some of them when placed correctly...
