Terrain tricks and tipsPure terrain tricksArcticThe 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.
AshworldRocks 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.
BadlandsCities: 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!
DesertAbout 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.
InstallationRails: 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:
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.
JungleThe 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.
PlatformCurves: 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.
TwilightAbout the bridge: Again, a different type of terrain found in the bridge.
OverallDoodad 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:
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.
- 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 secretsWhere 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:
Original idea by krazydrunkking.EffectsHeat 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=102Water 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=102Fire 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=42Clouds/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