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PostPosted: Tue Apr 06, 2004 12:00 am 
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Journeyman
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I've played around with mountains a bit.. and there are really alot of ways to go about it. the method that ryan has in the tutorials works, but is a little boring. so i pose this question:

how does everyone create their mountains?

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PostPosted: Tue Apr 06, 2004 12:19 am 
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The Defenestrator
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I select a random area with the lasso tool (or I use the pen tool, but I prefer the lasso tool) and you just let your hand go wild o.o;

Then I fill it with the mountain color for Z 20. Then I slink the selection, fill it with 30, then 50, then 60. Eventually I use a brush to spray on some Mountain 65 and my mountain isdone.

But I usually fisrt make a truckload of fields with only the color Mountain 20, and once Im sure I have enough to work with I select them all with the magic wand tool (Tolerance to 0 and some other functions in the lasso toolbar I'd name if I had adobe photoshop right now and didn't forget the name of it :P)

That's the way I make my mountains :o

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PostPosted: Tue Apr 06, 2004 1:47 am 
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Not your daddy
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Location: Oregon State
hm, similar to that, yet I start my base out at around 2-3 z above whatever ground level is, then go up in increments of 5-10, maybe one step 5, next step 10, next 5 again.. I try not to make everything seem consistant.
starting out at a small z level rise will allow complete visability to every angle of the mountain, as well as complete mining to every mountain base tile. Of course there is more to my mountain tech. but that sums it up for the general purpose.

Generally, I modify the MapTrans a lot at the begining of my map design, once I have a solid foundation for all the different Z levels of map tiles, I can fly through most of it. But Editing Dragon is just about a never ending process with my map making.

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PostPosted: Tue Apr 06, 2004 8:06 am 
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Dread Pirate
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similar aswell if i am, creating it in dragon but i was testing out a technique that uses all the alt possible, and thats why im trying to get tsmc to work..

The idea im trying to perfect is increasing sloped grass/forest into rock/snow depending on where it is. so it slopes all the way from 0 to 200+ In theory it works perfectly, but i cant get tsmc to work so i dont know if it worked yet.. :wink:

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PostPosted: Tue Apr 06, 2004 8:57 am 
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Journeyman
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you know, until i read these posts, i didn't realize there was mountain 5, 10, 25 and 35.

whats mountain 0 though, seems odd to me.

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PostPosted: Tue Apr 06, 2004 1:48 pm 
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Apprentice
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rage88 wrote:
whats mountain 0 though, seems odd to me.


looks like a grass tile with mountain surface skin 8)

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PostPosted: Tue Apr 06, 2004 3:03 pm 
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Journeyman
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what do you mean by 2 or 3 z above whatever you whating? that lowest mountain is 5, or are you refering to mod 10 or your own changes or something?

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PostPosted: Tue Apr 06, 2004 3:17 pm 
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Not your daddy
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Location: Oregon State
as I said, I edit Dragon completly throughout my map making process.. MapTrans.txt is one of the most modified out of all of the scripts.. that file holds all the Z level identifiers of the map tiles you paint to the .bmp

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PostPosted: Tue Apr 06, 2004 4:33 pm 
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Dread Pirate
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i would like to see your version of dragon dian

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PostPosted: Tue Apr 06, 2004 4:39 pm 
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Not your daddy
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Location: Oregon State
It changes every nearly time I paint a spot on a map.. but this is my current MapTrans.txt

Code:
// FOR USE WITH DRAGON 1.03.62 ONLY
//
// *************************************************
// THESE IS THE MODIFIED VERSION FOR WINDOWS
// *************************************************
//
//order of each row:
//
//hex_code_from_bmp in hex                     (2 bytes)
//empty                                        (1 byte)
//altitude in dec                              (3 bytes)
//empty                                        (1 byte)
//item_id_1 hex                                (4 bytes)
// ...
//item_id_X hex                                (4 bytes)
//
//itemid1 to x will be used randomly

//
// 16 X 16 color fields for photoshop color palette in example
//
//Grass      00 01 02 03 04 05 06 07 08 09 0a 0b 0c 0d 0e 0f
//Forest   10 11 12 13 14 15 16 17 18 19 1a 1b 1c 1d 1e 1f
//Water      20 21 22 23       -CaveFloor-   24 25 26 27 28 29 2a 2b 2c 2d 2e 2f
//Desert   30 31 32 33 34 35 36 37 38 39 3a 3b 3c 3d 3e 3f
//Mountain   40 41 42 43 44 45 46 47 48 49 4a 4b 4c 4d 4e 4f
//Swamp      50 51 52 53 54 55 56 57 58 59 5a 5b 5c 5d 5e 5f
//Snow       60 61 62 63 64 65 66 67 68 69 6a 6b 6c 6d 6e 6f
//Jungle   70 71 72 73 74 75 76 77 78 79 7a 7b 7c 7d 7e 7f
//Dirt      80 81 82 83 84 85 86 87 88 89 8a 8b 8c 8d 8e 8f
//Snow Forest   90 91 92 93 94 95 96 97 98 99 9a 9b 9c 9d 9e 9f
//Black Dung   a0 a1 a2 a3 a4 a5 a6    -Water-       a7 a8 a9 aa ab ac ad ae af
//CobbleStone   b0 b1 b2 b3 b4 b5 b6    -Grass Bump-  b7 b8 b9 ba bb bc bd be bf
//Paver Dark  c0  Paver Light  c1    -Paver Dark c2  -Dung Wall- c3 c4 c5 c6 c7 c8 c9 ca cb cc  -Unused-cd ce cf
//Dung Floor Brown   d0 d1 d2 d3 d4 Dung Floor Blue/gray d5 d6 d7 d8 d9  -Grass- da db dc dd de df
//SandStone   e0 e1 e2 e3 e4  -Marble-e5 e6 e7 e8 e9 -NoDraw- ea eb ec ed ee ef
//Lava      f0 f1 f2 f3 f4 f5 f6 f7 Snow Boulders- f8 f9 fa fb -Desert Forest- fc fd fe ff
 
// input examples:
// (00) grass from dark green to light green with going up altitude
00 00  -6 0003 0004 0005 0006
01 00  -4 0003 0004 0005 0006
02 00  -2 0003 0004 0005 0006
03 00 000 0003 0004 0005 0006
04 00 002 0003 0004 0005 0006
05 00 005 0003 0004 0005 0006
06 00 010 0003 0004 0005 0006
07 00 012 0003 0004 0005 0006
08 00 015 0003 0004 0005 0006
09 00 020 0003 0004 0005 0006
0a 00 022 0003 0004 0005 0006
0b 00 025 0003 0004 0005 0006
0c 00 030 0003 0004 0005 0006
0d 00 047 0003 0004 0005 0006
0e 00 050 0003 0004 0005 0006

// (01) forest
10 01  -6 00c4 00c5 00c6 00c7
11 01  -4 00c4 00c5 00c6 00c7
12 01  -2 00c4 00c5 00c6 00c7
13 01 000 00c4 00c5 00c6 00c7
14 01 002 00c4 00c5 00c6 00c7
15 01 005 00c4 00c5 00c6 00c7
16 01 010 00c4 00c5 00c6 00c7
17 01 012 00c4 00c5 00c6 00c7
18 01 015 00c4 00c5 00c6 00c7
19 01 020 00c4 00c5 00c6 00c7
1a 01 022 00c4 00c5 00c6 00c7
1b 01 025 00c4 00c5 00c6 00c7
1c 01 030 00c4 00c5 00c6 00c7
1d 01 047 00c4 00c5 00c6 00c7
1e 01 050 00c4 00c5 00c6 00c7

// (02) water
20 02  -5 00a8 00a9 00aa 00ab 00a9 00aa 00ab
21 02  -3 00a8 00a9 00aa 00ab
22 02 001 00a8 00a9 00aa 00ab
23 02 015 00a8 00a9 00aa 00ab
a7 02 -26 00a8 00a9 00aa 00ab
a8 02 025 00a8 00a9 00aa 00ab
a9 02 030 00a8 00a9 00aa 00ab
aa 02 035 00a8 00a9 00aa 00ab
ab 02 040 00a8 00a9 00aa 00ab
ac 02 045 00a8 00a9 00aa 00ab
ad 02 003 00a8 00a9 00aa 00ab


// (03) dungeon cave floor
24 03 000 0245 0246 0247 0248 0249
25 03 002 0245 0246 0247 0248 0249
26 03 005 0245 0246 0247 0248 0249
27 03 010 0245 0246 0247 0248 0249
28 03 012 0245 0246 0247 0248 0249
29 03 015 0245 0246 0247 0248 0249
2a 03 020 0245 0246 0247 0248 0249
2b 03 025 0245 0246 0247 0248 0249
2c 03 030 0245 0246 0247 0248 0249
2d 03 035 0245 0246 0247 0248 0249
2e 03 040 0245 0246 0247 0248 0249

// (04) black unwalkable
a0 04 000 0244
a1 04 010 0244
a2 04 020 0244
a3 04 030 0244
a4 04 040 0244
a5 04 050 0244
a6 04  -2 0244

// (05) desert with going up altitude
30 05  -6 0016 0017 0018 0019
31 05  -4 0016 0017 0018 0019
32 05  -2 0016 0017 0018 0019
33 05 000 0016 0017 0018 0019
34 05 002 0016 0017 0018 0019
35 05 005 0016 0017 0018 0019
36 05 010 0016 0017 0018 0019
37 05 012 0016 0017 0018 0019
38 05 015 0016 0017 0018 0019
39 05 020 0016 0017 0018 0019
3a 05 022 0016 0017 0018 0019
3b 05 025 0016 0017 0018 0019
3c 05 030 0016 0017 0018 0019
3d 05 032 0016 0017 0018 0019
3e 05 035 0016 0017 0018 0019

// Forest for Desert
fc 17 005 00c4 00c5 00c6 00c7
fd 17 008 00c4 00c5 00c6 00c7
fe 17 010 00c4 00c5 00c6 00c7
ff 17 012 00c4 00c5 00c6 00c7

// (06) mountain
40 06 000 022c 022d 022e 022f
41 06 005 022c 022d 022e 022f
42 06 010 022c 022d 022e 022f
43 06 015 022c 022d 022e 022f
44 06 020 022c 022d 022e 022f
45 06 030 022c 022d 022e 022f
46 06 040 022c 022d 022e 022f
47 06 050 022c 022d 022e 022f
48 06 060 022c 022d 022e 022f
49 06 070 022c 022d 022e 022f
4a 06 080 022c 022d 022e 022f
4b 06 090 022c 022d 022e 022f
4c 06 100 022c 022d 022e 022f
4d 06 110 022c 022d 022e 022f
4e 06 120 022c 022d 022e 022f

// (18) swamp
50 18 -06 3de9 3dea 3deb 3dec
51 18 -04 3de9 3dea 3deb 3dec
52 18 000 3de9 3dea 3deb 3dec
53 18 002 3de9 3dea 3deb 3dec
54 18 005 3de9 3dea 3deb 3dec
55 18 010 3de9 3dea 3deb 3dec
56 18 012 3de9 3dea 3deb 3dec
57 18 015 3de9 3dea 3deb 3dec
58 18 020 3de9 3dea 3deb 3dec
59 18 022 3de9 3dea 3deb 3dec
5a 18 025 3de9 3dea 3deb 3dec
5b 18 030 3de9 3dea 3deb 3dec
5c 18 032 3de9 3dea 3deb 3dec
5d 18 035 3de9 3dea 3deb 3dec
5e 18 040 3de9 3dea 3deb 3dec

// (07) snow
60 07 000 011a 011b 011c 011d
61 07 002 011a 011b 011c 011d
62 07 005 011a 011b 011c 011d
63 07 010 011a 011b 011c 011d
64 07 012 011a 011b 011c 011d
65 07 015 011a 011b 011c 011d
66 07 020 011a 011b 011c 011d
67 07 022 011a 011b 011c 011d
68 07 025 011a 011b 011c 011d
69 07 030 011a 011b 011c 011d
6a 07 032 011a 011b 011c 011d
6b 07 035 011a 011b 011c 011d
6c 07  -6 011a 011b 011c 011d
6d 07  -4 011a 011b 011c 011d
6e 07  -2 011a 011b 011c 011d

// (08) jungle 00ac - 00af
70 08 000 00ac 00ad 00ae 00af
71 08 -04 00ac 00ad 00ae 00af
72 08 005 00ac 00ad 00ae 00af
73 08 010 00ac 00ad 00ae 00af
74 08 012 00ac 00ad 00ae 00af
75 08 015 00ac 00ad 00ae 00af
76 08 020 00ac 00ad 00ae 00af
77 08 022 00ac 00ad 00ae 00af
78 08 025 00ac 00ad 00ae 00af
79 08 030 00ac 00ad 00ae 00af
7a 08 032 00ac 00ad 00ae 00af
7b 08 035 00ac 00ad 00ae 00af
7c 08 040 00ac 00ad 00ae 00af
7d 08 042 00ac 00ad 00ae 00af
7e 08  -2 00ac 00ad 00ae 00af

// (09) dirt big stones  dirt small stones
80 09  -6 0071 0072 0073 0074 0075 0076 0077 0078
81 09  -4 0071 0072 0073 0074 0075 0076 0077 0078
82 09  -2 0071 0072 0073 0074 0075 0076 0077 0078
83 09 000 0071 0072 0073 0074 0075 0076 0077 0078
84 09 002 0071 0072 0073 0074 0075 0076 0077 0078
85 09 005 0071 0072 0073 0074 0075 0076 0077 0078
86 09 010 0071 0072 0073 0074 0075 0076 0077 0078
87 09 012 0071 0072 0073 0074 0075 0076 0077 0078
88 09 015 0071 0072 0073 0074 0075 0076 0077 0078
89 09 020 0071 0072 0073 0074 0075 0076 0077 0078
8a 09 022 0071 0072 0073 0074 0075 0076 0077 0078
8b 09 025 0071 0072 0073 0074 0075 0076 0077 0078
8c 09 030 0071 0072 0073 0074 0075 0076 0077 0078
8d 09 032 0071 0072 0073 0074 0075 0076 0077 0078
8e 09 035 0071 0072 0073 0074 0075 0076 0077 0078

// (0a) Forest for snow
90 0a 035 011a 011b 011c 011d
91 0a 032 011a 011b 011c 011d
92 0a 030 011a 011b 011c 011d
93 0a 025 011a 011b 011c 011d
94 0a 022 011a 011b 011c 011d
95 0a 020 011a 011b 011c 011d
96 0a 015 011a 011b 011c 011d
97 0a 012 011a 011b 011c 011d
98 0a 010 011a 011b 011c 011d
99 0a 005 011a 011b 011c 011d
9a 0a 002 011a 011b 011c 011d
9b 0a 000 011a 011b 011c 011d
9c 0a  -2 011a 011b 011c 011d
9d 0a  -4 011a 011b 011c 011d
9e 0a  -6 011a 011b 011c 011d

// (0b) cobblestones
b0 0b  -2 03e9 03ea 03eb 03ec
b1 0b 000 03e9 03ea 03eb 03ec
b2 0b 002 03e9 03ea 03eb 03ec
b3 0b 005 03e9 03ea 03eb 03ec
b4 0b 008 03e9 03ea 03eb 03ec
b5 0b 010 03e9 03ea 03eb 03ec
b6 0b 012 03e9 03ea 03eb 03ec

// (0c) dungeon floor plates  (dark Stone Pavers)
c0 0c -02 043e 043f 0440 0441

// Light Gray
c1 0c -02 0436 0437 0438 0439

// Dark again
c2 0c 005 043e 043f 0440 0441
c3 0c 010 043e 043f 0440 0441
c4 0c 012 043e 043f 0440 0441
c5 0c 015 043e 043f 0440 0441
c6 0c 020 043e 043f 0440 0441
c7 0c 022 043e 043f 0440 0441
c8 0c 025 043e 043f 0440 0441

// (0d) dungeon wall
//c9 0d 020 02c4 02c5 02c6 02c7
//ca 0d 030 02c4 02c5 02c6 02c7
//cb 0d 040 02c4 02c5 02c6 02c7
//cc 0d 050 02c4 02c5 02c6 02c7

// (0d) New dungeon wall
c9 0d 020 025a 025b 025c 025d 025e 025f 0260 0261 0266 0267 0268 0269 026a 026b 026c 026d
ca 0d 030 025a 025b 025c 025d 025e 025f 0260 0261 0266 0267 0268 0269 026a 026b 026c 026d
cb 0d 040 025a 025b 025c 025d 025e 025f 0260 0261 0266 0267 0268 0269 026a 026b 026c 026d
cc 0d 050 025a 025b 025c 025d 025e 025f 0260 0261 0266 0267 0268 0269 026a 026b 026c 026d

// (0e) dungeon floor plates brown
d0 0e 000 043e 043f 0440 0441
d1 0e 010 043e 043f 0440 0441
d2 0e 020 043e 043f 0440 0441
d3 0e 030 043e 043f 0440 0441
d4 0e 040 043e 043f 0440 0441

// (0f) pyramid floor
e0 0f 000 0442 0443
e1 0f 010 0442 0443
e2 0f 020 0442 0443
e3 0f 030 0442 0443
e4 0f 040 0442 0443

// (10) lava 01f4=buggy
f0 10 000 01f5 01f6 01f7
f1 10 005 01f5 01f6 01f7
f2 10 010 01f5 01f6 01f7
f3 10 020 01f5 01f6 01f7

f4 10 020 01f5 01f6 01f7
f5 10 030 01f5 01f6 01f7
//f6 10 035 01f5 01f6 01f7
//f7 10 045 01f5 01f6 01f7

// (11) dungeon floor plates blue grey
d5 11 000 043a 043b 043c 043d
d6 11 010 043a 043b 043c 043d
d7 11 020 043a 043b 043c 043d
d8 11 030 043a 043b 043c 043d
d9 11 040 043a 043b 043c 043d

//*******************************************
// (12) dungeon floor plates light grey
//da 12 000 0436 0437 0438 0439
//db 12 010 0436 0437 0438 0439
//dc 12 020 0436 0437 0438 0439
//dd 12 030 0436 0437 0438 0439
//de 12 040 0436 0437 0438 0439
//*******************************************
// (12) Grass
da 12  -8 0003 0004 0005 0006
db 12 -10 0003 0004 0005 0006
dc 12 -12 0003 0004 0005 0006
dd 12 -14 0003 0004 0005 0006
de 12 -16 0003 0004 0005 0006
df 13 -18 0003 0004 0005 0006
// (13) dirt holes with big stones for cellar buildings
//df 13 -20 0071 0072 0073 0074

// (14) marble floor
e5 14 000 04ef 04f0 04f1 04f2
e6 14 010 04ef 04f0 04f1 04f2
e7 14 020 04ef 04f0 04f1 04f2
e8 14 030 04ef 04f0 04f1 04f2
e9 14 040 04ef 04f0 04f1 04f2

// (15) desert stone tiles for small bumpy boulders for placing at desert with altitude 0
//f4 15 006 07be
//f5 15 006 07c0
//f6 15 006 07bf
//f7 15 006 07bd

// (16) snow stone tiles for small bumpy boulders for placing at snow with altitude 0
//f8 16 006 010c
//f9 16 006 010d
//fa 16 006 010f
//fb 16 006 010e

// 16( Water with Bank Coast )
f8 16 -26 00a8 00a9 00aa 00ab 00a9 00aa 00ab
f9 16  -6 00a8 00a9 00aa 00ab 00a9 00aa 00ab
fa 16  -4 00a8 00a9 00aa 00ab 00a9 00aa 00ab
fb 16  -2 00a8 00a9 00aa 00ab 00a9 00aa 00ab

// (17) grass stone tiles for small bumpy boulders for placing at grass with altitude 0
//fc 17 006 0231
//fd 17 006 0232
//fe 17 006 0234
//ff 17 006 0233

// (19) GrassBump
b7 19 -26 0003 0004 0005 0006
b8 19  -4 0003 0004 0005 0006
b9 19  -2 0003 0004 0005 0006
ba 19 000 0003 0004 0005 0006
bb 19 005 0003 0004 0005 0006
bc 19 010 0003 0004 0005 0006
bd 19 015 0003 0004 0005 0006
be 19 020 0003 0004 0005 0006
bf 19 025 0003 0004 0005 0006

// (1a) Cave entrance
3f 1a 010 01db
4f 1a 020 01db
5f 1a 030 01db

// (1b) Starfield
9f 1b 000 01fa 01fb 01fc 01fd 01fe 01ff

// (1c) Farmlands/furrows
0f 1c 002 0009
1f 1c 015 0009

// (1d) Invisible Cave entrance
6f 1d 010 0002
7f 1d 020 0002
8f 1d 030 0002

// (1e) no-draw
ea 1e  -2 0002
eb 1e 000 0002
ec 1e 010 0002
ed 1e 012 0002
ee 1e 020 0002
ef 1e 030 0002

// Was Lava,  Now RedBrick Path
// f6 = East/West
// f7 = North/South
f6 1f  -2 047a 0480 0481 0481 0482 0483
f7 1f  -2 047b 047e 047f 0484 0485



Yeah, I agree.,.. Its a mess :?

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 Post subject: adsf
PostPosted: Tue Apr 06, 2004 7:01 pm 
like dian said, work with the scripts alot to customize the map.

use small incriments (defenitely not 20) or else you can't see your character on the far side of the mountain. Plain old mountains can come to life with a good randomization in the scripts.


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PostPosted: Tue Apr 06, 2004 10:51 pm 
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Journeyman
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Joined: Sun Mar 07, 2004 12:06 am
Posts: 103
i've no experience in changing dragon to randomize thing, however, i do work extra detail into my photoshop image. like rather than magic wanding an area, contracting it then filling it in - take a brush and do it free hand so sometimes it goes straight up and sometimes hangs back at less of a slope.

i've been redoing my entire map adding detail like this, i'll show you my before and after when its done

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PostPosted: Wed Mar 23, 2005 2:15 pm 
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Apprentice
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Joined: Tue Nov 30, 2004 6:42 am
Posts: 26
I played with some lower mountain/hill styles in a snow landscape. I nifty trick is covering some lower mountains with a small top of snow.

The mountain/hill should be smaller/thin, otherwise you wont see the snow covered tops. It can only be z 45 high, because of the snow.

First do the usual Z 5-10-20-25-30-35 rock, always contracting 1 to the selection, after that fill the remaining selection with z 40-45 snow, keep contracting 1. If there is enough space left, you can add some pixels of z 50-55 rock.

Here is an example screen. :)


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 Post subject:
PostPosted: Wed Mar 23, 2005 3:25 pm 
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Posting Whore
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Joined: Fri Aug 29, 2003 6:21 pm
Posts: 1434
Location: Colorado Springs, Co.
That looks pretty nice.

Just be careful doing it as players will use line of sight bugs to get up there, then the next thing you know they will be killing everything around by using it as a safe spot.

If it is walkable terrain they can and will get to it sooner or later, its just a matter of time.

But it does look nice though :P

Dev

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"So...if crazy people don't know their crazy...does that mean your only sane if your know your crazy?"


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PostPosted: Thu Mar 24, 2005 4:03 am 
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Apprentice
Apprentice

Joined: Tue Nov 30, 2004 6:42 am
Posts: 26
I didn't think of that :shock: maybe because my shard is a pure RP shard and player know exactly what happens to them when they pull some crap like this.

But it's ok, I just tested it. There is no LoS because of the rock terrain, which is not walkable, between the ground and the snow top.


Btw.

Another nice touch is using some bits of rock terrain on the top of grass/forrest etc. hills, creating some natural barriers and passages. :)

e.g. Grass Z 5-10-15-20-25 and then some small bits of rock 30-35


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