Staredit Network

Staredit Network -> Terrain -> High dirt to low dirt using crushed rock
Report, edit, etc...Posted by chuiu on 2005-03-18 at 11:55:42
It looks pretty good, im sure people can make smaller (more minimized versions of this) but for right now I thought would be a good idea to add to some maps (have a town like this or something).

[attachmentid=6461][attachmentid=6462][attachmentid=6463]

And the map: [attachmentid=6464]
Report, edit, etc...Posted by Clokr_ on 2005-03-18 at 12:28:53
Heh, awesome idea. You can do that with every tileset except installation and space platform tongue.gif
Report, edit, etc...Posted by Yenku on 2005-03-18 at 12:44:30
Thats actually a good idea, i like how ehen your outside of it you cannot see the inside but when you are you can see out. Nice thinking Chu, i may use this in a map ok?
Report, edit, etc...Posted by chuiu on 2005-03-18 at 20:55:02
Yeah, go ahead. smile.gif
Report, edit, etc...Posted by BeeR_KeG on 2005-03-20 at 11:11:15
It could easily be used as a place where you can't easily see because of the higher terrain which can't be seen from lower terrain or a strategic spot since you have 70% chance to miss while shooting fomr low terrain to high terrain.

You get all this and excellent accesibility to the area.
Report, edit, etc...Posted by Sipher on 2005-03-20 at 12:27:48
QUOTE(BeeR_KeG @ Mar 20 2005, 08:11 AM)
It could easily be used as a place where you can't easily see because of the higher terrain which can't be seen from lower terrain or a strategic spot since you have 70% chance to miss while shooting fomr low terrain to high terrain.

You get all this and excellent accesibility to the area.
[right][snapback]168714[/snapback][/right]

Yeah, it would show up as all black or some fog, this wouldnt be a very good idea if you were going to make enemy npc's there and you on the outside, but for a town, it provides a very good defense. Great work, its looks real neat too, although I do see one little spot of blockyness near the right corner, but I guess that is unavoidable?
Report, edit, etc...Posted by Fortune on 2005-03-20 at 17:15:03
Only problem with terrain where the elevations change is the unitary drift. A good example is in bound maps, when terrain is checkered to show the effects of the explosions, units tend to drift and move using other actions than the ones you gave them. Thumbs up for originality though.
Report, edit, etc...Posted by PearS on 2005-03-20 at 18:39:37
What is the crushed rock equilivant in jungle platform? Raised jungle?
Report, edit, etc...Posted by glytchur on 2005-03-20 at 18:59:56
what is it in badlands?
Report, edit, etc...Posted by chuiu on 2005-03-20 at 19:22:04
In jungle it's jungle. In badlands, it's grass.
Report, edit, etc...Posted by Heimdal on 2005-03-21 at 00:34:49
You can't really relate all the terrain types from twilight to badlands. The twilight, desert, ice, and jungle tilesets are all functionally identical, so if you can do something in one of them you should be able to do it in the other 3.
Report, edit, etc...Posted by chuiu on 2005-03-21 at 08:24:16
No you can't but if you take a look at each terrain type and the comparisons I just made you would understand why I said that and not "wtf? there is no badlands equivilent".
Report, edit, etc...Posted by Heimdal on 2005-03-21 at 09:39:17
I didn't say it was impossible to do this in badlands. I just said that not every terrain type has an equivalent in other tilesets.

The relationship between crushed rock in twilight and grass in badlands is pretty similar, and I'm sure you could use it to do something like this for badlands. The only problem is that high grass and low grass are slightly different colors. In all of the jungle-style tilesets (the 4 that I listed) the tilegroups 8 and 18 (jungle/high jungle, crushed rock/high crushed rock, etc) are exactly the same.
Report, edit, etc...Posted by chuiu on 2005-03-21 at 09:55:43
No grass is the same color high and low. And I was just stating that grass to high grass would work exactly like crushed rock/jungle would from low to high regardless of whether or not it's part of the fab-four. I know exactly how jungle/etc work.
Report, edit, etc...Posted by Clokr_ on 2005-03-21 at 10:28:19
QUOTE(chuiu_os @ Mar 21 2005, 03:55 PM)
No grass is the same color high and low.  And I was just stating that grass to high grass would work exactly like crushed rock/jungle would from low to high regardless of whether or not it's part of the fab-four.  I know exactly how jungle/etc work.
[right][snapback]169466[/snapback][/right]


LOL I just noticed that they ARE different. The colors are a bit different, but the difference is so small that it would be impossible to notice in SC.

ADDITION:
Also, by functionatily he meant how the tileset is coded. The tilegroup indexes, isometric terrain relations between those tilegroups, etc.
Report, edit, etc...Posted by chuiu on 2005-03-21 at 11:32:44
I know exactly what he ment exactly what he was saying, but functionally badlands grass works exactly the same when you are doing what I posted as an example above. Sheesh!
Report, edit, etc...Posted by Heimdal on 2005-03-21 at 17:20:42
For this trick, grass is the same, except they (grass and high grass) ARE different colors.

Another note - It's pretty easy to do this trick using Starforge's isometric terrain, because it doesn't recursively place terrain until it finds a match. All you need to do is place a ring of high jungle, then a ring of low jungle around it, and fill in the gap between them with rectangular blocks of jungle (either one).
Report, edit, etc...Posted by chuiu on 2005-03-21 at 19:37:37
I had look really close to see the difference in color, but yeah high is darker.
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