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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    @Mozared: Go

    Yeah.. some path could be great... But at the same time, in my mind I made a place where everything is just everywhere, scrap on the path and you just try to pass around if you want to go to washroom xD I wanted to create a place where you can't live. The green water with tires and other stuff in it, the ships that was supposed to be just over the water and not flying (there was a bug between the editor and ingame about the heigh). There are some building and 2 big water generator, but everything is so... crappy that, it's just a flower in a dump. xD It won't live that long...

    I should not have put those caractors but more... dead marines and blood splash, whatever. And instead of building... destroyed building. Work around and make really everything like a Deadman port.

    And you're right with the Adjutant! =P But... where is that saw?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    @aem2jay: Go

    The last thing is something you may find by trying one doodate at a time xD Basicly, it is something underground, so when you select it, you don't see it. Most of the time we will just think there is nothing and pass to the next doodate, but if you move near the map edge, you will see what it is... So if it is interesting, like this doodate, you just place it and change it heigh until it looks great.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    Here is my contribution that is late caus of the Curse emergency idk what. I needed to ask my friend to record it for me caus it was way too freaking laggy for me to record it. And I was gone for 3 days... I posted the video directly on youtube so the quality is very higher than my other videos.

    Can you find the Terratron's Saw?

    Can you find the Adjutant?

    Anybody can find what I used for the last 5 seconds of the video? :P

    Embed Removed: https://www.youtube.com/v/Lziw7SLtSPY?fs=1
    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    @Duncs878: Go

    Wow, very nice. There is some doodate I haven't used that you did >.< I forgot the Garage and some others... Well, I think I still got enough like that. I'm actually transfering the video from my friend's computer to me. If we don't have enough time today, we will try again tomorrow.

    So, I will not have time today to get my video. I'll do it tomorrow.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    @Exaken: Go

    Interesting. I like the kind of stand with the people and the tires to make a kind of door. There is alot of omni green light xD Why not try to use the lighting setting or add some lamp. All over your terrain there is light, but nothing that technically give light... xD Something weird here.

    But other way it is very nice.

    Edit: My map is done. I think this is the one i pass the most time on it and placed the most different doodate/unit. My map is... totally filled and freaking lagging when using graph in max. As I always try to do a short film in the better quality possible, this time I got some troubles.... It already happended to me with another WTE with the lonely zergling through snow, but I had at less 1 fps and then I juste put the video speed during the montage to x2. It looks to lag less...

    This time, I don't have 1 fps... but more something like.... 0,33fps what is just... toooo lagggggyyyyy. yyyyy gyyyyyyy. xD So, I'll try to ask a friend to record it for me. Then I'll try to make a video of it =) If no friends are able to record it soon, I'll post some pictures.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    @Mozared: Go

    I known mine was kinda bad... The first picture is good when you look only at the beach, but more you move up the eye and see the weird background... It makes it looks crappy.

    For the second one it was a try and the screen shot was not taken in with the game view setting so there is a stupid line in the middle of the picture. It is pretty similar to the original picture. But you know... we are limited to Sc2 models. Trees are not the same.

    Thirth one is only 1 picture... It will be a part of a soon new video. With the camera movement, it is so better than only 1 picture.

    Posted in: Terrain
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    posted a message on Alliances and kills

    Well I tryed... But when the unit attack, he is not Idle... As well as if the trigger is executed on air units, they start being stack but after a moment, when all units are at the exact same point, they all stop and spread. They are no more considered "becoming idle". I would like the editor have a event that fire whenever a unit is idle, and not becomes or stops being idle. Or, if you just spawn units anywhere on the map, they are not "becoming" idle, they are idle. So the trigger wont fire.

    Posted in: Triggers
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    posted a message on Alliances and kills

    I have noticed something odd... Lets say I'm player 1 and there is also player 2. Basicly, all the players are unally and if you create units to another player, like player 2, they will attack you. But there is the thing... I'm trying to make a very basic defence and sometimes the units for x reason get stuck. Once it becomes idle, he starts attacking all the near units like mine. So, I though I could make him allied to me and keep me unallied to him.

    It worked, but, my units are not getting any kills like if I was killing a friendly unit. Through the trigger "Set alliance (one way)" there is only the Allied, Allied with shared vision, allied.... etc, ennemy, ennemy with... and neutral with the same things as the other. But non of them except making him unallied to me seems to work for getting kills score.

    The only way i founded to make him stop attacking me was by making my units invulnerable. But how if I don't want them to be invulnerable? Is there a way to make someone else allied to us while we are unallied to him and be able to get kills?

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    I started working on a new video that will show up some terraining I've done. So, here are my pictures. I made 3 differents caus they are not exacly what it was ask. But it is what I wanted to do for my video.

    First picture shows the sea with the sun (with some imagination). I have not found a nice background to fit with it so I use this weird wall and that's it. The second one I tryed to copy a picture found on the net: http://www.photo-pixel.eu/paysage-feerique/paysage-feerique.jpg It is not that bad but.... xD And the 3th one is the greatest pictures of those. The camera movement inside the map is very nice but I haven't done a video yet. My fall is pretty nice ^^

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #36: I heard you like doodads...

    @ktilkath: Go

    Have you just put the Biodome Z axe on 10% to make it looks open? Otherway, this is pretty nice. You know what is missing in the editor? Some kind of doodate for the floor. There are some, but there should be more types... So when you do a base where you have a very close view of the ground you don't see the pixel of the texture, you see a detailed doodate.

    For example the 5th screenshot, we can see the texture beeing sad... There should be anything else to make it looks better... And also, why are the doodate maxed at 10%-500% Why we can't just say 1% ? If we want smaller than 10% or bigger than 500% we must change it into the data =/

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #36: I heard you like doodads...

    @replaywarrior: Go

    This is amazing... It looks like a premade building >.< Like a doodate itself xD

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #36: I heard you like doodads...

    Wow... all those images are just... "What the f*! Where did you get that idea!? How you did that?" I don't know what I can do now... xD Those are amazing and I want to do something as much good... what will be hard.

    Good job everyone!

    Edit: Here is my try. This is NOT Avatar, it is my favorite game Starcraft 2!!!!! This could also count in a older WTE that was Indoors. I think graphics was not at maximum though... so big trees have kinda bad textures caus they are just, too big. I also did not want to make the map bigger caus it would lag too much. It's enough lagging like this.

    Embed Removed: https://www.youtube.com/v/sqQXDOZ8dFw?fs=1
    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #35: The Tracks

    @Gurrgel: Go

    Interesting, that's all I have to say.

    Here is my contribution. I did the monorail idea. I did this in like 30 min so, if it is not that good, I don't matter. There is still something interesting through those rails.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #35: The Tracks

    @TacoManStan: Go

    It looks on at less high graphics but the shadows of the tires don't exist... He should have change the light angle ^^

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #35: The Tracks

    @madlibrarian: Go

    You could have fill more the grass... Still a nice start ^^

    Posted in: Terrain
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