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Staredit Network -> UMS Assistance -> Designing a town.
Report, edit, etc...Posted by Zombie on 2006-02-02 at 20:50:40
This is a wierd question but... I'm trying to make a good looking town, I have never really seen a map with a cool lookin town before so i cant use anything as a base source. Can anyone out there give me some tips or maybe a town that is acually good looking? I wont like steal it i just want something as a base source.
Report, edit, etc...Posted by Demaris on 2006-02-02 at 21:16:25

Just add things that are actually in a town.

Police station, store, bank, jail, houses, etc.
Report, edit, etc...Posted by HolySin on 2006-02-02 at 21:18:58
You could try to use terrain and sprites to make buildings or just have unit buildings.
Report, edit, etc...Posted by Joshgt2 on 2006-02-02 at 21:37:39
Making them spirtes will give some/all of the building make it so that they can be walked though... I don't think that you would want that. I would suggest not only buildings but also 3D terrain to help make the altitude in the town.
Report, edit, etc...Posted by Arbitrary on 2006-02-02 at 21:59:48
It depends on when/where the town is set. If it's like a contemporary-era town, it shouldn't be too hard to know what should be in it, and you'll have some leeway with the layout, depending on desired size and detail. Or if it's like medieval era or whatever, it's gonna be more centralized and have a somewhat less linear layout. Either way, try for a balance of aesthetic and practicality; that is, don't make it cluttered (unless you want it to be), use enough variety in buildings, and if there are enterable/usable buildings, make sure there's space for those. A river/stream running through a town or having part of it at a different elevation can spice things up as well.
Report, edit, etc...Posted by M_s4 on 2006-02-02 at 22:14:39
Joshgt, you could easily put "real" stuff underneath the sprites to make it so that you wont walk through them, how obvious is that?

Anyways, you can use sprites with terrain and real units to make 3d tall like buildings. You can even put "real" terrain on the rooftop you can walk on it. Also, you should make it so that you can enter the building but not exactly walk through it.

DEAD perfected this in my opinion, you can find the link here

http://www.staredit.net/index.php?showtopic=25345
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-02 at 22:44:29
I would need to know to what extent the town would be used. I could make a 64x64 town that was bad ass but it depends on the uses. A map like GTA would need a town specifically for a town(higher quality). A town like an RPG(lower quality) doesnt require that much to be done
Report, edit, etc...Posted by Syphon on 2006-02-02 at 22:50:45
Place important buildings near center, houses near outside.

Make it vaguely circular for olden times, vaguely squareish for modern/important towns.

Give it a wall. If possible give the wall gates.

Make it partially out of terrain. Failing that, fully.

Make EVERY building enterable.

Never use Zerg buildings.

Make the buildings make sense.

Blocks look good for most things, large towns need roads.
Report, edit, etc...Posted by Zombie on 2006-02-02 at 23:11:01
Thanks for all the notes guys and its giving me some ideas but i still will be looking for some more. here is some information about the town.


Its a old one but the current date on the acuall map is 2003, but it was origionaly made like during ww2. So its kinda like a old town surrounded by a forrest.

(im not basing the town off a real one.)
Report, edit, etc...Posted by Forsaken on 2006-02-03 at 00:16:49
Here is how I set up my towns...

Roads:
I will used a general trail that goes around the entire town... It's usually better to do that, so there is some sort of direction. Instead of aimlessly wandering around. I kind of give it a "we all walk this way" kind of feel.

Misc. Buildings:
I usually make the misc. type buildings, a nuetral color. Like if you are in jungle, make them green. Or if in space, make them gray or black. I usually place these in some sort of "random" pattern. Like, on overhead cliffs, and around the city.

Important Buildings:
I usually make the important buildings a bright color, like orange's and yellows. That way you know that they are of significance. Then, I'll place thse along the road, and near the center.

Decorations:
I use a LOT of doodads for towns. Mainly because you can't walk through them, but they add a lot of ambiance. Add to the experience.

Well, here is a very basic town... This is quite a common set-up. But, it never fails.
This is just a generic outline, but, maybe this will give you a few ideas. tongue.gif

[attachmentid=17315]

NOTE:
When downloading...

Firefox:
Right click-->Save link as

Save the file as "NAME OF MAP" .scx or .scm

If you do not save the .scx or .scm, the file will not work.
Report, edit, etc...Posted by Red2Blue on 2006-02-03 at 09:59:34
Practice*



If you are designing an old styled town, you have to note the town style. They created churches in the middle of the towns, which faced to the north. They had the major buildings like stores and such near the middle and surrounded by nicely built buildings, then they had the slums to the far outside. Done.

All important buildings should be colorful as already noted and obvious to the player. Something that really stands out. Sure a supply depot stands out, but a barracks stands out more. Size is everything. We need bigger guns!
Report, edit, etc...Posted by Zombie on 2006-02-03 at 15:16:55
QUOTE(Forsaken @ Feb 2 2006, 10:16 PM)
Here is how I set up my towns...

Roads:
I will used a general trail that goes around the entire town... It's usually better to do that, so there is some sort of direction. Instead of aimlessly wandering around. I kind of give it a "we all walk this way" kind of feel.

Misc. Buildings:
I usually make the misc. type buildings, a nuetral color. Like if you are in jungle, make them green. Or if in space, make them gray or black. I usually place these in some sort of "random" pattern. Like, on overhead cliffs, and around the city.

Important Buildings:
I usually make the important buildings a bright color, like orange's and yellows. That way you know that they are of significance. Then, I'll place thse along the road, and near the center.

Decorations:
I use a LOT of doodads for towns. Mainly because you can't walk through them, but they add a lot of ambiance. Add to the experience.

Well, here is a very basic town... This is quite a common set-up. But, it never fails.
This is just a generic outline, but, maybe this will give you a few ideas. tongue.gif

[attachmentid=17315]

NOTE:
When downloading...

Firefox:
Right click-->Save link as

Save the file as "NAME OF MAP" .scx or .scm

If you do not save the .scx or .scm, the file will not work.
[right][snapback]419365[/snapback][/right]

that helped alot m8 i will be sure to put credits to you.

QUOTE(CheezyTheCheezeCake @ Feb 2 2006, 11:21 PM)
Practise.
[right][snapback]419414[/snapback][/right]

OMG LIEK DAT IS S00 MCH HELPZ! SPELZL WRGN DOUH.
Report, edit, etc...Posted by Urmom(U) on 2006-02-03 at 16:20:55
http://www.staredit.net/index.php?showtopic=14540&hl=
That helps me a bit.
Report, edit, etc...Posted by Forsaken on 2006-02-03 at 17:25:24
QUOTE(Blood_Rayne_Lover @ Feb 3 2006, 12:16 PM)
that helped alot m8 i will be sure to put credits to you.
[right][snapback]419611[/snapback][/right]



No need for credit. tongue.gif Just helping, although I would suggest doing what the other's are saying with building placement.

Maybe like this:

Metropolis':
Main buildings in the center.

Cities:
The higher buildings. (Castle, Churche's, etc...) in the center.
Then for things like an Inn, spread those a little farther outside of the center.
Lastly, have the "slums" dispersed towards the outside.

Towns/Villages:
Disperse the buildings throughout, since it is a small village... Kind of like the map I quickly conjured up.


Meh....[/humbleopinion]
Report, edit, etc...Posted by AgenT_Nick on 2006-02-04 at 08:42:28
yea i gotta make a town for my map right now but. i have to have castle walls and towers. ermm.gif
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