After a two-week subject, this week the theme for the new WTE will be: "Crossover". Like the exercise we had in WTE #56, the idea for this theme is that you make a terrain that resembles any kind of terrain from another game! Others will get to guess what game/terrain you recreated. It's straightforward, but it's been a long time and I reckon it could be fun.
That actually makes some sense. I was wondering why Zolden hadn't simply used water for the oceans. The buildable rock parts were dark brownish though, not this grey - that must've thrown me off.
Oh, I thought more people know classics. Didn't expect no one guessed right. Let me quote wikipedia article about Warcraft 1.
Quote:
Dune II, released in 1992, established conventions that most subsequent RTS games followed, including the "collect resources, build base and army, destroy opponents" pattern. Warcraft: Orcs & Humans, two years later, was the next well-known RTS game
Quote:
Westwood Studios's Dune II established the pattern of modern RTS games. Blizzard Entertainment was surprised that no further RTS titles appeared in 1993 and early 1994 – although in fact Westwood had quietly been working on Command & Conquer since the completion of Dune II.
So, simply it was the first RTS, that actually directed Blizzard to its RTS way. Without that game there wasn't be warcrafts and starcrafts. Without that game this forum wouldn't even exist.
Yea, you may know something about Dune, may have read the series. May played Dune 2k. But orange Dune 2 spice fields are inforgettable. Who know it, will never confuse it with an ocean. You referred Dune 2k, but it's nothing, just some shallow remake no one cares about. Dune 2 is the one, true and only classical RTS, that I tried to reterrain.
One who never been lost in dunes and terrified by a sudden harkonnen attack, while being worried about the only harvester, that can be eaten by the worm, being surround by this mesmerizing music, that poor person only deserves some pity, and maybe a punch.
Something that bugs me is the fog of war, how can Starcraft in 2015 have the same engine for fog of war as 1992 games? I mean like, its all by 1x1 square. Why isn't it really circle?... So when a unit moves, the fog disappear as the unit move and not every 1x1 square.
Many aspects of blizz RTS games can be questioned the "why no evolve" way. But they created editor and arcade, it's enough. It shaped modern RTS genres landscape. Something about thier engines may be found conservative, but its modability compensates it completely.
The quest of making a perfectly balanced RTS is hard to complete. I think they made a step backward for Starcraft 2, as for wc3 they implented a nice day night cycle and hero system. Wc3 could be the most impressive RTS if every unit could level and every unit would be affected by the night.
So many memories just got me thinking and did pull out my old and very old Dune DVDs. Fantastic movies. Wish i had the game so i did go to youtube to kill my need for a fix with the games. Just love it!
I've been so busy today I didn't even get around to a 'I'll extend this for a week' post. Want to take a moment and properly do #200 and I won't have time for that until next week. Hang in there folks!
Something that bugs me is the fog of war, how can Starcraft in 2015 have the same engine for fog of war as 1992 games? I mean like, its all by 1x1 square. Why isn't it really circle?... So when a unit moves, the fog disappear as the unit move and not every 1x1 square.
Fundamental CS limits. Calculating 1x1 squares is easy and fast. Calculating a circle (a real one) is computationally expensive and always will be an approximation.
Also, RTS are based on a specific model that has not changed for 20 years and realistically can not change. RTS use simultaneous simulation, ie everyone is running the entire game on their own computer with all the commands by all players being executed in the same order. Only real way to do an RTS. Upside to this: no desync (my guy hits yours, I'm lagging, you think your guy got off 1 more shot, my machine thinks otherwise), replays are tiny (since they are just a series of commands), and minimal backend infrastructure (the server just routs commands, doesn't have to run the game itself). Downside, makes maphack inherent and impossible to truly stop, precludes any form of FPS (since latency of laggiest person is a hard floor, all you can do is vary how much tolerance before you just drop them).
This is a great summary of why simultaneous simulation is useful. It's 7 lines and still chock-full of simple information. It's a bit out of place on the terraining boards, but good job on that.
Weekly Terraining Exercise #199
Hey hey lovely terraining folks!
After a two-week subject, this week the theme for the new WTE will be: "Crossover". Like the exercise we had in WTE #56, the idea for this theme is that you make a terrain that resembles any kind of terrain from another game! Others will get to guess what game/terrain you recreated. It's straightforward, but it's been a long time and I reckon it could be fun.
Either way, good luck, and have fun!
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
Ok, try to guess, what game this terrain is from.
@Zolden: Go
I have no idea lol. But terrain wise, it looks simplistic yet quite detailled too. It just texturing and terrain heigh but its very precise here ^^
Working on projects:
@Zolden: Go
It's obviously a map of some sorts, with islands. I'm guessing something from the Final Fantasy or Zelda series, but I can't actually place it.
It is almost certainly Dune 2000. Grey is rocks, deep orange is the spice fields.
@ArcaneDurandel: Go
That actually makes some sense. I was wondering why Zolden hadn't simply used water for the oceans. The buildable rock parts were dark brownish though, not this grey - that must've thrown me off.
Oh, I thought more people know classics. Didn't expect no one guessed right. Let me quote wikipedia article about Warcraft 1.
So, simply it was the first RTS, that actually directed Blizzard to its RTS way. Without that game there wasn't be warcrafts and starcrafts. Without that game this forum wouldn't even exist.
And there's a couple of screenshots:
@Zolden: Go
I know what Dune is. I just didn't remember the buildable areas being grey - they weren't in 2K or Emperor.
@Mozared: Go
Yea, you may know something about Dune, may have read the series. May played Dune 2k. But orange Dune 2 spice fields are inforgettable. Who know it, will never confuse it with an ocean. You referred Dune 2k, but it's nothing, just some shallow remake no one cares about. Dune 2 is the one, true and only classical RTS, that I tried to reterrain.
One who never been lost in dunes and terrified by a sudden harkonnen attack, while being worried about the only harvester, that can be eaten by the worm, being surround by this mesmerizing music, that poor person only deserves some pity, and maybe a punch.
Something that bugs me is the fog of war, how can Starcraft in 2015 have the same engine for fog of war as 1992 games? I mean like, its all by 1x1 square. Why isn't it really circle?... So when a unit moves, the fog disappear as the unit move and not every 1x1 square.
Working on projects:
@Scbroodsc2: Go
Many aspects of blizz RTS games can be questioned the "why no evolve" way. But they created editor and arcade, it's enough. It shaped modern RTS genres landscape. Something about thier engines may be found conservative, but its modability compensates it completely.
@Zolden: Go
The quest of making a perfectly balanced RTS is hard to complete. I think they made a step backward for Starcraft 2, as for wc3 they implented a nice day night cycle and hero system. Wc3 could be the most impressive RTS if every unit could level and every unit would be affected by the night.
@Zolden: Go
So many memories just got me thinking and did pull out my old and very old Dune DVDs. Fantastic movies. Wish i had the game so i did go to youtube to kill my need for a fix with the games. Just love it!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
Yea, Lynch's movie is simply magical. Keeps the spirit of the book.
Did you check this one already?
@Zolden: Go
OMG!!! no never but I will definetly I will!!!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
I've been so busy today I didn't even get around to a 'I'll extend this for a week' post. Want to take a moment and properly do #200 and I won't have time for that until next week. Hang in there folks!
Fundamental CS limits. Calculating 1x1 squares is easy and fast. Calculating a circle (a real one) is computationally expensive and always will be an approximation.
Also, RTS are based on a specific model that has not changed for 20 years and realistically can not change. RTS use simultaneous simulation, ie everyone is running the entire game on their own computer with all the commands by all players being executed in the same order. Only real way to do an RTS. Upside to this: no desync (my guy hits yours, I'm lagging, you think your guy got off 1 more shot, my machine thinks otherwise), replays are tiny (since they are just a series of commands), and minimal backend infrastructure (the server just routs commands, doesn't have to run the game itself). Downside, makes maphack inherent and impossible to truly stop, precludes any form of FPS (since latency of laggiest person is a hard floor, all you can do is vary how much tolerance before you just drop them).
@ArcaneDurandel: Go
This is a great summary of why simultaneous simulation is useful. It's 7 lines and still chock-full of simple information. It's a bit out of place on the terraining boards, but good job on that.
Hi there ! Here's my participation.
That's a quickly executed concept, but I hope it reflects the original game overall design ;).
And I hope you find it too.
@Thunderzak: Go
I am commander Mozared and this is my favourite Citadel terrain on the boards.
Seriously though, we also need the other wings - now that would be cool!