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Staredit Network -> Terrain -> Terrain tips and tricks
Report, edit, etc...Posted by Deathknight on 2005-02-12 at 00:48:18
Terrain tricks and tips


Pure terrain tricks


Arctic
The only terrain containing snow. But in these frigid lands, more than just snow exists.

About the bridge:
There are two bridges in this tileset that are unique. These bridges contain terrain unlike any other terrain in the rest of the tileset. This terrain can be used for MANY things other than for a bridge. Examples: Platforms, roof tops, docks, etc.

Icy walls:
In the Arctic, there are 4 doodads(two for each direction) for walls that are completely covered in ice. You can use these to your advantage to make pure icy walls, or even ice towers and such.


Ashworld

Rocks and mountains:
The Ashworld tileset has an extremely large range of rocks to choose from. This can make it easier to come up with mountains and even volcanoes! Use it to your advantage.


Badlands

Cities:
Many people use Jungle because it has a lot of badlands terrain in it, but one thing Jungle doesn't have is structure. The structure terrain pieces can be used to make a wide variety of buildings, and the asphalt terrain can be used for roads! This gives badlands a plus for more modern-like or futuristic maps.

Temple:
So, you think temples can only be supported in jungles? Well you can place parts of the temple doodad in badlands, to make a larger version... although you may have to substitute high dirt walls for most of the temple, it can still be made to look quite good!


Desert

About the bridge:
Like the Arctic bridge, this one is also unique for its own separate terrain, that can be used also in various situations.

The Sandworm:
The doodad without the sprite results in a half-circle terrain shape, which goes from sand, to black. In some situations this actually could be useful believe it or not. A great way to make it "longer" is to place the two middle pieces one after the other, leaving you with a wavey-type effect.


Installation

Rails:
You can make "rails" using the door doodads' terrain. This is accomplished by placing the left and right door bottoms across each other and can come up with pretty interesting things. Here is an example of what you wouldn't want to see or use in a map:
user posted image


Square walls looking good:
It's time to make square walls look good. Especially the NORTH wall. Find the OPEN floor hatch terrain, and place the four middle parts in the glass, without placing any yellow. Now copy those four pieces and put it beside each other so you have a top wall. Place floor tiles under it and you now have a good-looking squarish north wall... that looks less squarish than it would have.

Buildings:
Large futuristic-looking buildings can be placed in installation by arranging the the doodad for the wall that has the green tanks in it. Use anything you can get your hands on. wink.gif
user posted image



Jungle

The bridge:
This bridge is very uniqe. It is very much like the ruins terrain, but just a little different. This bridge can allow you to connect the ruins terrain directly to dirt terrain. The bridge terrain can also replace the temple terrain top, but keep the same walls because the edges of the bridge are very much like the edges of the temple terrain(The "walls" if you can call it that).

Temple:
Making large temples is fairly easy. You can make temples to replicate scenes from Diablo II or other games. There is a good variety of temple wall terrain in the tileset to make it.


Platform

Curves:
Unlike many other tilesets, space has a unique kind of terrain that can swerve all over the place and still have units walk over it. The piece of terrain allowing this is known as solar array. You can have it appear in two forms - thin lines, and thick lines.

About the bridge:
Like some other tilesets, this bridge is also unique, providing much different terrain.


Twilight

About the bridge:
Again, a different type of terrain found in the bridge.



Overall


Doodad flexibility:
If you have two sides to a doodad, you can mirror them or alter them in ways so they can turn corners, look different, etc. This will work on any tileset. Some jungle examples:
user posted image



Terrain blending:
You can make different terrain become where it was not designed to be, and look good too, like going from a low terrain, directly to a high terrain, skipping the terrain in the middle. Example: In jungle tileset, you can have water, then change directly to high dirt, which is replacing the dirt.
user posted image - Terrain by VoidArchon(MC)



Infinite bridges, stairways, and ramps:
You can alter bridges by making them shorter, smaller, wider, or longer. You can also get bridges to connect with each other, allowing you to do a very huge ammount of things with bridges.
Stairways and ramps can also be altered in the same ways as bridges, making the ramp or stairway longer, wider, etc. Though the stairway/ramp may have more limitations than the bridge.
Stairways and ramps can also be placed in a certain fashion to create interesting things.



Sprite/unit secrets


Where and how do I use sprites?
When working on a large terrain piece, sprites are usually used to cover up the weak points in the terrain, which would usually be in random spots, making it look better after placing the sprite. Placing sprites in areas where terrain is perfect will usually make the terrain piece look worse. Keep that in mind.
On occasion, a certain sprite or two will be the main part in the terrain piece. Use it effectively. Placing too many may ruin the piece, and placing a lot will add up to a limited sprite count.
The sprite count is important. Make sure you recycle your sprites and remove all unneccesary ones. Remember, no matter how big, it will count as one sprite. If one sprite can replace a lot of smaller ones, then replace the smaller ones with the 1 bigger one.


Illusion of mixing tilesets
You ask the question "is it possible to mix tilesets?" The answer is no. But there is one way to get the effect.

• For Floor tiles from installation in any tileset, place floor gun or missile traps perfectly so that it will match up properly.
• For the closest thing to space, just place the black(null) tiles.
• For blue water, place a lot of pylon aura sprites.


Traps
Traps will usually change colour depending on the tileset. Example: In ashworld, traps are red, and in jungle, they are blue.
This information can usually be an advantage. Placing the traps near the edge of terrain can make it seem as if the water/lava comes right up to the terrain, like a beach thing. Example:
user posted image
Original idea by krazydrunkking.



Effects


Heat
Classic. Observers move around to make the effect of "heat".
Tutorial links: http://www.staredit.net/index.php?tutorial=30 , http://www.staredit.net/index.php?tutorial=102


Water ripples/movement
You can use whatever unit, but I suggest a floor hatch. A moving cloaked floor hatch will cover a lot of space for water, and only use one unit.
Tutorial link: http://www.staredit.net/index.php?tutorial=102


Fire
Fire can come in two colours: Red, and blue.
Red fire is used with cloaked damaged terran buildings and blue fire is used with cloaked damaged protoss buildings.
Flames can come in different sizes. The hp percent of the unit will alter the size of the flame(s).
Tutorial links: http://www.staredit.net/index.php?tutorial=72 , http://www.staredit.net/index.php?tutorial=42


Clouds/mist
Rapidly dying hallucinations can be used as clouds or mist. The most suggested unit to use would be the scourge, as it is the smallest air unit. I don't believe hallucinations can cloak, and even if they could, the unit would die before it even cloaked, making it pointless to use any larger units.
Tutorial links: http://www.staredit.net/index.php?tutorial=49 , http://www.staredit.net/index.php?tutorial=61
Report, edit, etc...Posted by UBCS on 2005-02-12 at 00:56:45
That is something DK has been working on for two days. It's basicly SEN's Terrain Team's 1st official help option. I will now pin this, Great job DK you did good bro.
Report, edit, etc...Posted by -BW-Map_God on 2005-02-12 at 02:51:59
AWESOME!! biggrin.gif All these greats tips in one thread and useful tidbits of information previously unknown to some of us ermm.gif Terrain editing is alot more fun than I previously thought it was back when I made most of my maps in 1999-2000ish. Even ones I'd worked on previously I hadn't played around too much with special terrain but I am making an effort to now smile.gif .
Report, edit, etc...Posted by Deathknight on 2005-02-12 at 09:23:02
It only took one day to make, I just didn't post it the day after. :/
Report, edit, etc...Posted by 007Torrasque on 2005-02-12 at 10:00:21
meh, dk, did you mean to put the Nazi symbol on the in stallation

[whoops forgot fade]
Report, edit, etc...Posted by NeoNightmareX on 2005-02-12 at 10:17:30
buddy, read the caption above the nazi symbol, he said "Here is an example of what you wouldn't want to see or use in a map:" then he put the picture, hes telling you not to use the terrain to make racist/sexist remarks, nice job deathknight smile.gif
Report, edit, etc...Posted by UBCS on 2005-02-12 at 11:13:24
Well SEN's official terrain team has just laid it's 1st card, and a good one at that. I can't take any credit for the tutorial, he had mentioned that we should make one but i really didn't understand exactly. Well, good job once again DK you did good and it's pinned for joo.
Report, edit, etc...Posted by VoidArchon(MC) on 2005-02-12 at 17:13:54
My picture really fits in there well happy.gif.

If your still working on this, there are alot of other types of terrain styles for each tileset. wink.gif
Report, edit, etc...Posted by ChaosRyder on 2005-02-14 at 08:15:49
Do you have any tutorials that could tell use how to do the things? Like the Beach thing, the thing that passes from water to high elevationg... THere are some tutorials but not for everything.
Report, edit, etc...Posted by UBCS on 2005-02-14 at 19:20:27
QUOTE(ChaosRyder @ Feb 14 2005, 08:15 AM)
Do you have any tutorials that could tell use how to do the things? Like the Beach thing, the thing that passes from water to high elevationg... THere are some tutorials but not for everything.
[right][snapback]144988[/snapback][/right]

We will try our best to cover the basics, perhaps some special tutorials but we cannot do all the work for you, then the whole site will get to newbish. Basicly we want to guide you not do it for you, but perhaps we could cover some of those topics in future tutorials but for now we are buisy creating new doodads for maps.
Report, edit, etc...Posted by ChaosRyder on 2005-02-14 at 20:04:54
Ya, I gess I'll just use my normal Uber skills and try out myself.
Report, edit, etc...Posted by UBCS on 2005-02-14 at 22:37:28
QUOTE(ChaosRyder @ Feb 14 2005, 08:04 PM)
Ya, I gess I'll just use my normal Uber skills and try out myself.
[right][snapback]145534[/snapback][/right]

Lol it's Über, and good luck.
Report, edit, etc...Posted by Bringer on 2005-02-15 at 11:45:24
Here is maybe something you can add to your tutorial. If you have a flaw that can not be easily fixed or is caused by terrain your using then you could try to make the flaw like its part of the terrain so that way you don't was any sprites or very few to make it look nice. Like with the bridge sides we all know there is areas that just arn't smooth so try to make them natural or have just 1 small sprite over them. Of course the best action is to just avoid terrain that does have flaws.
Report, edit, etc...Posted by Deathknight on 2005-02-15 at 15:12:35
Putting a small sprite over something is no different than putting the biggest sprite over them, because it still counts as ONE sprite. Remember that.
Report, edit, etc...Posted by Bringer on 2005-02-18 at 16:11:35
Point I mean by small sprite is that a small sprite might look more natural than some huge sprite.
Report, edit, etc...Posted by NerdyTerdy on 2005-02-23 at 19:41:14
Hey DK thanks for this i was looking for this exactly almost.
Report, edit, etc...Posted by KhaosKreator on 2005-02-24 at 17:17:56
QUOTE(Ðeathknight @ Feb 12 2005, 12:48 AM)
Curves:
Unlike many other tilesets, space has a unique kind of terrain that can swerve all over the place and still have units walk over it. The piece of terrain allowing this is known as solar array. You can have it appear in two forms - thin lines, and thick lines.[right][snapback]143323[/snapback][/right]


What exactly do you mean by "swerve all over the place"? And when you say thick/thin lines, do you mean on the minimap?

QUOTE(Ðeathknight @ Feb 12 2005, 12:48 AM)
Clouds/mist
Rapidly dying hallucinations can be used as clouds or mist. The most suggested unit to use would be the scourge, as it is the smallest air unit. I don't believe hallucinations can cloak, and even if they could, the unit would die before it even cloaked, making it pointless to use any larger units.[right][snapback]143323[/snapback][/right]


Accually, Cloaked Wraiths/Toms are created cloaked.

Good tutorial though. thumbup.gif
Report, edit, etc...Posted by Incinerate_IV on 2005-02-25 at 20:46:33
Actually, I learned from Zerg Playing Dead that observer is best for clould/mist, it has no shadows.... AND its small, as small as a scurge..
Report, edit, etc...Posted by Deathknight on 2005-02-26 at 23:35:06
Actually, the scourge is smaller. But whatever, use an observer then...
Report, edit, etc...Posted by KrAzY on 2005-03-05 at 13:26:32
Hey DK, I made the slanted terrain, HOW COME YOU DIDN'T ADD MY NAME? WHY ARE YOU GETTING CREDIT FROM MY STUFF?

PLUS:
That beach was my idea, on snow, the terrain is green, on ashworld, it's black.
Report, edit, etc...Posted by KrAzY on 2005-03-07 at 22:23:53
WHY DID YOU STEAL MY IDEA!?!?!
Report, edit, etc...Posted by Deathknight on 2005-03-08 at 19:28:50
Placing gun traps in a map was not your idea. I didn't even mention anything about placing them in a row to make it look like slanted crap. When people make a Waterfall, you don't see my name all over the censored.gif ing page. Anyway I gave you credit so you could stop bitching.
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-03-09 at 01:11:15
*takes a screenshot

So thats the guy who started it all...
YOU KITTEN KILLER!!! hehehe laugh.gif

You did make a nice first waterfall though.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-16 at 18:49:01
QUOTE
Here's some tips on how to make well-blended brushes:
- Get as many possible tiles together in a blank area (or seperate whole map even) that apply to the brush/blend you are making (like all the tiles that blend from high dirt to dirt in an upward direction, for instance).
- Setup several test palettes of terrain to make the brush on. Don't try to work from just one palette to make the brush, unless there's only a hanful of tiles that could possibly work to make it. That way you can try out many different tile combinations simultaneously.
- Of the gathered tiles, find the ones that blend adjacently to each other the best, and remember them. When doing the brush, try to use these tiles together if possible.
- Think outside the box. If you're trying to make a blend of high dirt to low dirt, the tile you're looking for to blend that last little bit might not be dirt at all. It might be a sliver of grass, or part of some odd doodad, or even a cliff border. Look around.
- Be careful of certain tiles: Though they may look good in a blend, remember that some tiles can have invisible blocking parts on them that prevent units from passing. A whole brush that would otherwise look perfect can be completely ruined if units are unable to cross it.

Here's some tips for doing terrain blendings I posted earlier.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-16 at 18:53:54
I suck ass at making terrain but I will use these tips and hopefully make somethign cool. Thanks.
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