You need to use a "space-ready" cliff type with it though, or it will still have odd geometry sticking out along the edges (see image 2).
If you have your skybox visibility turned on with a proper model selected and you just have a black background your camera probably has its Z distance too low: a simple Ctrl + Mousewheel Down will expand the view range.
They reworked the original tilesets with HotS. If you open your Terrain Type in the data editor you'll see that the old Bel'Shir tileset is now called "[Outdated] Belshir (Jungle)" and the associated cliff types are "ZZZ Outdated Bel'Shir Organic Cliffs" and "ZZZ Outdated Bel'shir Manmade Cliffs"
Simply replace your existing cliff types with the new "Bel'shir __ Cliffs" and you should be good to go. (After changing the cliff types in the data editor you may also need to go to your "Map -> Map Textures" menu and replace the old cliffs with the new ones.)
I can't help with Intuous-specific key settings (I have a $60 Monoprice tablet), but making it work in the editor is simple enough: File -> Preferences -> Tablet and set which brush aspects respond to your pen pressure.
Personally I would build out the interior of the structures in full size and leave an opening for a door. Then people can just walk into the "interior" seamlessly. For an extra layer of clarity, look into Lighting Regions so you could make the light darker/brighter/a different color in the "interior" parts.
Cliffs are the simplest method even if they are twice as thick as they were in SC1, but if you have more time to devote to it you can build interiors out of doodads. (Attached screenshot is entirely doodads, no cliffs involved. It's a bit more involved than cliffs as you'd also need to manually paint pathing and No Fly Zones/LOS Blockers around the walls. But it also lets you build with thinner walls.)
If you're set on using the classic "teleport to a corner of the map" method, I'd suggest looking into the Set Camera Bounds trigger. Can resize the player's minimap to only show the interior zone while he's inside, then revert to the full map when he leaves.
That's the glory of Blizzard's first implementation of Height Map blending. Mar Sara seems to be the testbed tileset for it (which is why it only happens on Mar Sara.)
The fix: open the offending texture in the data editor and clear the Height Map entry. Every Mar Sara texture has a height map by default.
I think a texture number limit applies. You can use any textures you want in a custom tile set as long as they are less than the limit. The limit is probably a result of how textures are represented in the game as terrain.
Limit is 8 textures per tileset. And I believe 4 cliff types.
Unfortunately several people, myself included, are probably a bit distracted by a certain expansion pack for WoW that just got released. A shame as I did have an idea of doing a map of a convention xD
On the positive side, said expansion does have some pretty amazing terrain. Might inspire some people for future WTEs.
To get more jagged-looking mountains I use a hard round brush, rather than a soft one. Just keep moving your cursor around and peaks will develop where it overlaps.
It might take a bit of practice to get decent results, but once you figure it out it's pretty quick.
Though... I'm not sure how well it would work on that scale. As terrain gets smaller it gets harder to make it look good, due to the size of the terrain grid.
Do you have pictures? (The actual image, and in-game both would help.)
I've never seen anything during import that could be interpreted as "a rainbow of static" so I'm not really sure what to suggest without seeing it in action.
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It's a new Void doodad called Aiur Trees Log.
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It's under Terrain Types (see image 1).
You need to use a "space-ready" cliff type with it though, or it will still have odd geometry sticking out along the edges (see image 2).
If you have your skybox visibility turned on with a proper model selected and you just have a black background your camera probably has its Z distance too low: a simple Ctrl + Mousewheel Down will expand the view range.
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@Chyvelle1: Go
Yup, that'll do it.
They reworked the original tilesets with HotS. If you open your Terrain Type in the data editor you'll see that the old Bel'Shir tileset is now called "[Outdated] Belshir (Jungle)" and the associated cliff types are "ZZZ Outdated Bel'Shir Organic Cliffs" and "ZZZ Outdated Bel'shir Manmade Cliffs"
Simply replace your existing cliff types with the new "Bel'shir __ Cliffs" and you should be good to go. (After changing the cliff types in the data editor you may also need to go to your "Map -> Map Textures" menu and replace the old cliffs with the new ones.)
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I can't help with Intuous-specific key settings (I have a $60 Monoprice tablet), but making it work in the editor is simple enough: File -> Preferences -> Tablet and set which brush aspects respond to your pen pressure.
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Personally I would build out the interior of the structures in full size and leave an opening for a door. Then people can just walk into the "interior" seamlessly. For an extra layer of clarity, look into Lighting Regions so you could make the light darker/brighter/a different color in the "interior" parts.
Cliffs are the simplest method even if they are twice as thick as they were in SC1, but if you have more time to devote to it you can build interiors out of doodads. (Attached screenshot is entirely doodads, no cliffs involved. It's a bit more involved than cliffs as you'd also need to manually paint pathing and No Fly Zones/LOS Blockers around the walls. But it also lets you build with thinner walls.)
If you're set on using the classic "teleport to a corner of the map" method, I'd suggest looking into the Set Camera Bounds trigger. Can resize the player's minimap to only show the interior zone while he's inside, then revert to the full map when he leaves.
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I just realized that I haven't done any mapping since WTE 167.
So I decided this was an interesting enough concept to shake off some rust and throw together a quick terrain.
Not very original, but I just love Zerus doodads too much.
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@RobustProgram: Go
That's the glory of Blizzard's first implementation of Height Map blending. Mar Sara seems to be the testbed tileset for it (which is why it only happens on Mar Sara.)
The fix: open the offending texture in the data editor and clear the Height Map entry. Every Mar Sara texture has a height map by default.
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Limit is 8 textures per tileset. And I believe 4 cliff types.
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On the positive side, said expansion does have some pretty amazing terrain. Might inspire some people for future WTEs.
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@tatatatate: Go
With a few tall skinny plants that would make a pretty decent underwater scene.
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Indeed.
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To get more jagged-looking mountains I use a hard round brush, rather than a soft one. Just keep moving your cursor around and peaks will develop where it overlaps.
It might take a bit of practice to get decent results, but once you figure it out it's pretty quick.
Though... I'm not sure how well it would work on that scale. As terrain gets smaller it gets harder to make it look good, due to the size of the terrain grid.
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Do you have pictures? (The actual image, and in-game both would help.)
I've never seen anything during import that could be interpreted as "a rainbow of static" so I'm not really sure what to suggest without seeing it in action.
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My guess is that he made a custom model with the texture on it, then threw it down as a doodad in the middle of the map. Or possibly as a skybox.
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Joint Terraining Exercise. One map that gets passed around between the participants, and each person adds to it.