There aren't many things to get with the 2D gameplay that basically means terrain is only 1 of 4 things: either a flat, a ramp, a cliff (impassable to most), or completely impassable.
And the designs are formulaic and redundant, at least all the official blizzard designs. Starting spot at an edge or corner with 1 ramp, natural outside ramp, and then maybe a decision for and easy third or a more lucrative high-yield third. Mirror 2 or 4 times, and some cliffs in between and some more expansions floating around elsewhere, and maybe add some more paths with destructible rocks. Congrats! You are a blizzard-class map designer.
Stacraft 2 heightmaps (possible to export?)
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Stacraft 2 heightmaps (possible to export?)
smoth: gundam maps are all very different, but the same in a sense that you've kept a scale and a theme and a style. if you painted one of my maps in world machine, it would probably play fine, but aesthetically it would look very out of place.
AF: i've always pictured blizzard devs as a large, dark warehouse of small children chained to looms with that second last diablo boss whipping them if they stop working
AF: i've always pictured blizzard devs as a large, dark warehouse of small children chained to looms with that second last diablo boss whipping them if they stop working
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Stacraft 2 heightmaps (possible to export?)
Indeed luckywaldo.
That's what I said, the layouts ain't that 'well thought' but rather pretty simple.
They however are 'well thought' in the style they represent.
That's what I said, the layouts ain't that 'well thought' but rather pretty simple.
They however are 'well thought' in the style they represent.
Re: Stacraft 2 heightmaps (possible to export?)
Why should your map look the same?KaiserJ wrote:smoth: gundam maps are all very different, but the same in a sense that you've kept a scale and a theme and a style. if you painted one of my maps in world machine, it would probably play fine, but aesthetically it would look very out of place.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Stacraft 2 heightmaps (possible to export?)
smoth be trollin
SC maps are utterly dull compared to spring maps- where are the superhigh Tabula penis mountains?
SC maps are utterly dull compared to spring maps- where are the superhigh Tabula penis mountains?
Re: Stacraft 2 heightmaps (possible to export?)
I believe I found the answer:1v0ry_k1ng wrote:smoth be trollin
SC maps are utterly dull compared to spring maps- where are the superhigh Tabula penis mountains?

- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Stacraft 2 heightmaps (possible to export?)
a Monday for Garfield?
Re: Stacraft 2 heightmaps (possible to export?)
haha that was too easy
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Now I do not feel like going blabla too much over maps, that was done many times anyway.
But I think Spring games/maps often fail to use the more advanced terrain system in ways that create fun, often it is frustrating.
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KaiserJ:
ok, I will try this fancy bumpmap thing for the next map. It is still some time away though..and if I fail I will just send you the heightmap & texture? I had started to make some autotextures scripts and collecting free textures but that folder was one of the more obscure things I forgott to backup.
As for unittextures, those are pretty much beyond salvation so I just use what Spring's rendering can do with them.

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Now I do not feel like going blabla too much over maps, that was done many times anyway.
But I think Spring games/maps often fail to use the more advanced terrain system in ways that create fun, often it is frustrating.
---
KaiserJ:
ok, I will try this fancy bumpmap thing for the next map. It is still some time away though..and if I fail I will just send you the heightmap & texture? I had started to make some autotextures scripts and collecting free textures but that folder was one of the more obscure things I forgott to backup.

As for unittextures, those are pretty much beyond salvation so I just use what Spring's rendering can do with them.