Stacraft 2 heightmaps (possible to export?) - Page 2

Stacraft 2 heightmaps (possible to export?)

Discuss maps & map creation - from concept to execution to the ever elusive release.

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luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Stacraft 2 heightmaps (possible to export?)

Post by luckywaldo7 »

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.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Stacraft 2 heightmaps (possible to export?)

Post by KaiserJ »

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
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Stacraft 2 heightmaps (possible to export?)

Post by SirArtturi »

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.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Stacraft 2 heightmaps (possible to export?)

Post by smoth »

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.
Why should your map look the same?
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Stacraft 2 heightmaps (possible to export?)

Post by 1v0ry_k1ng »

smoth be trollin

SC maps are utterly dull compared to spring maps- where are the superhigh Tabula penis mountains?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Stacraft 2 heightmaps (possible to export?)

Post by AF »

1v0ry_k1ng wrote:smoth be trollin

SC maps are utterly dull compared to spring maps- where are the superhigh Tabula penis mountains?
I believe I found the answer:

Image
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Stacraft 2 heightmaps (possible to export?)

Post by SirArtturi »

a Monday for Garfield?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Stacraft 2 heightmaps (possible to export?)

Post by knorke »

haha that was too easy :shock:
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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. :roll:
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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