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  • _ForgeUser6639002
  • Registered User
  • Member for 11 years, 9 months, and 28 days
    Last active Fri, May, 19 2017 12:13:56
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  • View _ForgeUser6639002's Profile

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    Oct 8, 2016
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #256: Stonehenge

    @Terhonator: Go

    There are 2 different ones, Nova - Snow Trees and Nova - Heavy Snow Tree.

    Posted in: Terrain
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    Oct 7, 2016
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #256: Stonehenge

    My busy season's done and I finally had a chance to look through the Covert Ops tilesets for the first time. Needless to say I found some inspiration and decided to give this one a spin.

    Posted in: Terrain
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    Oct 5, 2016
    _ForgeUser6639002 posted a message on Armitage – Orion system

    That's a pretty solid recreation of the general forms. When I read "Armitage" my mind was scrambling to remember which piece of concept art that was, but seeing your images instantly brought it all back.

    As for the actual look/feel, it would be a great match for a Levski-themed map.

    Posted in: Terrain
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    Feb 12, 2016
    _ForgeUser6639002 posted a message on Omni lights (resolved)

    What are your graphic settings at? Most lights don't appear on lower settings.

    Posted in: Terrain
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    Dec 18, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #227: The Void (LotV Tileset Try-out)

    The biggest thing I learned while making this: using purely The Void assets, it's really hard to make things look good without becoming overly cluttered.

    The terrain textures are all the same shade of grey, so you lose focus and everything blurs together.

    Posted in: Terrain
  • View _ForgeUser6639002's Profile

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    Dec 5, 2015
    _ForgeUser6639002 posted a message on How does water work?
    Quote from Hultmanable: Go

    I guess, if you do not want to use cliffs, you can use the "no pathing" tool to stop any unit to pass through.

    This. Water is purely visual, it doesn't have any sort of pathing or other mechanics built in - you have to manually block off the edges.

    Posted in: Terrain
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    Nov 23, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #224: Slayn (LotV Tileset Try-out)

    @ThePhail: Go

    Yeah, I've never been a competitive player. I only make "casual" melee maps - fun with friends, nice to look at, but not intended for high-level competitive play. I like to build some odd quirks to give my maps character at the cost of pure balance.

    Also, to help with picturing how a game might play out, this is based around the idea of a 2v2v2v2. A pair of players in each corner base.

    Posted in: Terrain
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    Nov 23, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #224: Slayn (LotV Tileset Try-out)

    @ThePhail: Go

    It works well enough (based on thorough solo testing). All of the "internal" areas are painted over with unpathable, unrevealable, no light and no fly zones, and lined with vision blocking. Not even a warping battlecruiser can break through into the void. It looks and behaves very much like the area outside of dungeon walls in Diablo 2.

    I also have occlusion and unit outlines on appropriate tall objects so you can see what you're doing and can't hide units behind them.

    Posted in: Terrain
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    Nov 23, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #224: Slayn (LotV Tileset Try-out)

    I was already working on this one but it (mostly) fits the theme, so here goes.

    A bit more sparse than most of my work because it's one of my rare melee maps. Still needs a bit of detailing work, but the major features are in.

    Posted in: Terrain
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    Nov 17, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)
    Quote from Scbroodsc2: Go

    @Telthalion: Go

    Did you made new stuff? Any screen if so? :P Running out of ideas um.... what burns your energy? Searching through the doodad list?

    Mainly I added a Protoss-styled industrial/manufacturing area and filled in a few empty spots.

    As for burning out, I'm just losing interest in the map. I put a lot of hours into it and my attention is drifting to other projects that I've been working on.

    Posted in: Terrain
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    Nov 16, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)
    Quote from ScrinKing: Go

    ...

    Heya telly! When did ya get back to mapping, eh?

    ...

    I've been checking in on the forum regularly, even when I'm not actually posting or working on anything. But LotV gave me a bunch of new assets to play with, so I'm back to play with them!

    Anyhow, back to continue expanding my city! Will upload the map itself when it's more finished, let people take a deeper look around.

    EDIT: Starting to burn out on this one, so I'll call it "Good enough" and upload what I have.

    Posted in: Terrain
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    Nov 16, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #223: AiurCity (LotV Tileset Try-out)

    Still a work in progress, lots of incomplete areas, but it's coming along nicely enough to share what I have so far.

    Posted in: Terrain
  • View _ForgeUser6639002's Profile

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    Nov 15, 2015
    _ForgeUser6639002 posted a message on Change to overlapping textures?

    Hmmm. I've done some digging now and it seems they use a different system than they did with the proto-heightmaps in HotS.

    So far I haven't found a way to disable the height map for a single texture only. Some terrain textures even have an empty height map field, but still have the full functionality of one.

    Posted in: Terrain
  • View _ForgeUser6639002's Profile

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    Nov 15, 2015
    _ForgeUser6639002 posted a message on Change to overlapping textures?

    @DilemaH: Go

    It's a system they've been experimenting with since HotS (remember the annoying Mar Sara texture issues from HotS?)

    Easy to change though: open the offending terrain texture in the data editor, and find the Height Map entry. Right click, Reset to Parent Value.

    Posted in: Terrain
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    Nov 14, 2015
    _ForgeUser6639002 posted a message on Weekly Terraining Exercise #222: StarCraft II - A New Dawn

    @LucidIguana: Go

    The "blend" texture has to be in the same texture slot on both tilesets, or you'll get those ugly lines. I use the last slot for the sake of consistency.

    Posted in: Terrain
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