You can easily merge maps if they are seperate modules (ex. data & terrain). You can either copy/paste all of the stuff from one map to another, or you can save your maps as .sc2component, and then copy/paste the files that you need from the folder. This technique can copy all of your data and terrain at once.
This is a close-up screenshot of a couple of small units. As you can see, even the zergling is clearly visible. It's only it's feet that is inside the pipes. Which is not visible at all from the normal camera. The pipes' height is equal to the height of mar sara terrain foliage.
This question, while old, is relevant to another question I had wanted to ask regarding accessing map dimensions. Is there a way to access a map's height and width in the script editor? As in, if I were to write this code:
int[mapWidth][mapHeight] dimensions;
I would want mapWidth and mapHeight to be whatever the current width and height of the map are regardless of the map.
I have been looking into this as well, but I have not found such function. I think your best shot is to loop through all x and y axis points on the map and check if they're in the Playable Map Area.
Not trying to sound like a dick, but you totally misunderstood it.
Let me go through the quote you made:
Quote:
you'll be creating a terrain that is focused around textures
Very simple. You use terrain textures to create a terrain.
Quote:
You can (and should) use doodads, but the main idea of this week's theme is that you create something interesting on the floor using solely textures, decals and ground prop doodads.
This means that this week's theme is textureplay assisted by decals and ground prop doodads. If you are unfamiliar with these doodads, use the searchbar in the doodads palette.
Quote:
Think really advanced-texture play to create a new kind of metal floor, or really detailed roads created with decals.
In this sentence, we have the word "textureplay" again. It means playing around with the terrain textures in an artistic manner. You can blend different textures to make a new kind of metal floor, or you can blend different textures to make really detailed roads created with decals. You may be unfamiliar with "textureplay", so I have been so kind to show you a couple of examples, to avoid any further discussion:
The author of this terrain has thought really advanced textureplay to create this new kind of metal floor.
While this is not a metal floor, it still is textureplay, which is this week's theme. Decals are used to assist the terrain textures.
I apologize that I couldn't find the screenshot of a really detailed road created with decals; I had one in mind, but couldn't recall the name of it.
I hope I have made my point clear anyway. Let's not discuss this further.
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Looks awesome, bommes.
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You can easily merge maps if they are seperate modules (ex. data & terrain). You can either copy/paste all of the stuff from one map to another, or you can save your maps as .sc2component, and then copy/paste the files that you need from the folder. This technique can copy all of your data and terrain at once.
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I decided to stick to the lava theme. Here's what I came up with:
I kept the terrain very clean to avoid distraction from the gameplay.
edit: lighting looks way better ingame
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Well, it doesn't.
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Is the lava theme a must? Or could we build something slightly different, keeping the same color scheme?
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@Mozared: Go
Did I just get the Mozared's Seal of Approval? Great!
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O__O
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This is a close-up screenshot of a couple of small units. As you can see, even the zergling is clearly visible. It's only it's feet that is inside the pipes. Which is not visible at all from the normal camera. The pipes' height is equal to the height of mar sara terrain foliage.
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Thanks for the nice words all of you :)
@Mozared: Go
There is no issues with units walking over the pipes. You can see them perfectly fine.
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Tainted Underworld
Created by Scorp & Timetwister
Published to: EU NA
Aesthetics
Details
Spawns: 2
Playable Bounds: 116x134
Bases: 12 (2 halfbases)
Main2Main: 140.3
Feel free to leave a comment.
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I have been looking into this as well, but I have not found such function. I think your best shot is to loop through all x and y axis points on the map and check if they're in the Playable Map Area.
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Ah that solves my problems
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@TheHolyArk: Go
Not trying to sound like a dick, but you totally misunderstood it.
Let me go through the quote you made:
Very simple. You use terrain textures to create a terrain.
This means that this week's theme is textureplay assisted by decals and ground prop doodads. If you are unfamiliar with these doodads, use the searchbar in the doodads palette.
In this sentence, we have the word "textureplay" again. It means playing around with the terrain textures in an artistic manner. You can blend different textures to make a new kind of metal floor, or you can blend different textures to make really detailed roads created with decals. You may be unfamiliar with "textureplay", so I have been so kind to show you a couple of examples, to avoid any further discussion:
The author of this terrain has thought really advanced textureplay to create this new kind of metal floor.
While this is not a metal floor, it still is textureplay, which is this week's theme. Decals are used to assist the terrain textures.
I apologize that I couldn't find the screenshot of a really detailed road created with decals; I had one in mind, but couldn't recall the name of it.
I hope I have made my point clear anyway. Let's not discuss this further.
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It is safer to use Texture Select By ID. If you're not familiar with this, check out the tutorial or PM me the mod file.
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Pretty much what I was having in the works. I suppose my map now belongs in the scrapped folder. :)