Thanks. Though because of this info I just found another problem. The fact that my cliffs seem to be higher then normal. Any idea what would do this and how to fix it? Again If sharing my file would help I can. Its just really basic terrain at this point since I'm still looking for a team.
For some reason its not allowing me to generate ramps on the cliffs. I can send you the file if you would like so you can check it. I think it may be a height error or something. It looks like the cliffs are taller then normal possibly.
I was worried this may be the case. I thought of doing the ramp thing too however most of the terrain is diagonal and it wont generate ramps for it. Thank you, at least I know now I have to go about things a different route
That just pushed the manmade cliffs farther forward..
Also not sure if you understood I don't want like an unpassable cliff face of any kind. I would like a hillside like how you lower and raise ground and smooth, the issue of course is that its not letting me do that with that cliff face in the way.
Allo, So I Used the lower cliff option on a flat terrace and now have two cliff sides to a ravine. Is there a simple way to remove one cliff side and turn it into a hillside?
I'm looking to get a team together to work on a tug map with some relatively innovative game mechanics. ( I specifically say innovative instead of inventive etc)
Here is a rough summary.
The map- A tug of war game with multiple strategies for conquest. Not only will you be able to upgrade unit properties but you can also invest in unit tactics increasing the likelihood of unit survival. In addition to this you will also be able to invest in hero units which are the only units aside from your scv/probe/drone that you can control directly. The map will be not a plain flatland arena but a more complex layout utilizing LOS, high ground as well as various routes and map effects. These will come into play most with tactic upgrades allowing units to take advantage of these features. In addition to this there are several neutrally controlled points on the map you may attempt to secure to gain special abilities/units. This project is in a likelihood going to be lengthy and in consideration of this the idea is to generate this map in stages integrating each feature only a few at a time. This being just a summary there are features planned that are not mentioned yet in their own fashion equally innovative.
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@Mozared: Go
Thanks. Though because of this info I just found another problem. The fact that my cliffs seem to be higher then normal. Any idea what would do this and how to fix it? Again If sharing my file would help I can. Its just really basic terrain at this point since I'm still looking for a team.
0
@nevjmac: Go
For some reason its not allowing me to generate ramps on the cliffs. I can send you the file if you would like so you can check it. I think it may be a height error or something. It looks like the cliffs are taller then normal possibly.
0
@nevjmac: Go
I was worried this may be the case. I thought of doing the ramp thing too however most of the terrain is diagonal and it wont generate ramps for it. Thank you, at least I know now I have to go about things a different route
0
@Mozared: Go
That just pushed the manmade cliffs farther forward.. Also not sure if you understood I don't want like an unpassable cliff face of any kind. I would like a hillside like how you lower and raise ground and smooth, the issue of course is that its not letting me do that with that cliff face in the way.
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@Mozared: Go
The part I marked up I want to change from a cliff face to a smooth hillside.
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Allo, So I Used the lower cliff option on a flat terrace and now have two cliff sides to a ravine. Is there a simple way to remove one cliff side and turn it into a hillside?
0
I'm looking to get a team together to work on a tug map with some relatively innovative game mechanics. ( I specifically say innovative instead of inventive etc)
Here is a rough summary.
The map- A tug of war game with multiple strategies for conquest. Not only will you be able to upgrade unit properties but you can also invest in unit tactics increasing the likelihood of unit survival. In addition to this you will also be able to invest in hero units which are the only units aside from your scv/probe/drone that you can control directly. The map will be not a plain flatland arena but a more complex layout utilizing LOS, high ground as well as various routes and map effects. These will come into play most with tactic upgrades allowing units to take advantage of these features. In addition to this there are several neutrally controlled points on the map you may attempt to secure to gain special abilities/units. This project is in a likelihood going to be lengthy and in consideration of this the idea is to generate this map in stages integrating each feature only a few at a time. This being just a summary there are features planned that are not mentioned yet in their own fashion equally innovative.