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[G] Using Invisible Cliffs - Page 4

Forum Index > SC2 Maps & Custom Games
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hobbidude
Profile Joined December 2010
Canada171 Posts
July 12 2012 06:57 GMT
#61
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 12 2012 07:48 GMT
#62
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.


Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 12 2012 08:07 GMT
#63
On July 12 2012 16:48 EatThePath wrote:
Show nested quote +
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.


Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.


HOW O_o
Mapmaker of Frost, Fruitland and Bridgehead
Gfire
Profile Joined March 2011
United States1699 Posts
July 12 2012 14:48 GMT
#64
On July 12 2012 16:48 EatThePath wrote:
Show nested quote +
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.


Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.

Well, theoretically you could make an invisible ramp using an invisible cliff, and then build it out of doodads, just like with the bridges here.
all's fair in love and melodies
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 12 2012 16:18 GMT
#65
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.

I don't think this would actually work all that well, mostly because it still uses the bridge doodad, which doesn't allow creep spread or forcefields. Also, trying to make a rampbridge would be tricky, because cliffwalkers ignore ramps more or less, so you'd have to make the bridge's appearance compensate for that.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Coppermantis
Profile Joined June 2012
United States845 Posts
July 12 2012 17:35 GMT
#66
I tried this, like, two pages back. It doesn't work too well, the terraining is better as it doesn't screw anything up.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-12 18:35:28
July 12 2012 18:34 GMT
#67
On July 12 2012 23:48 Gfire wrote:
Show nested quote +
On July 12 2012 16:48 EatThePath wrote:
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.


Er, can you explain this in further detail? Are you referring to a terrain object? If you could, in fact, bridge between two cliff levels, that would be pretty special.

Well, theoretically you could make an invisible ramp using an invisible cliff, and then build it out of doodads, just like with the bridges here.

Right, but I meant without the ramp, which would be quite significant for the possibility of emulating more than 3 pathable height levels. Though I doubt it's possible. Although, a rampbridge from main to natural would look so fucking cool.

On July 13 2012 01:18 NewSunshine wrote:
Show nested quote +
On July 12 2012 15:57 hobbidude wrote:
I don't know why anyone hasn't brought this up, but it also possible skip a lot of the terraining and hiding process by just using a marabridge and setting the opacity to make it invisible; there is no need to create false cliffs as the original ones are still there. If you want to texture it you can still just reveal the terrain cells. This way also allows you to bridge between cliffs/area of even different heights.

I don't think this would actually work all that well, mostly because it still uses the bridge doodad, which doesn't allow creep spread or forcefields. Also, trying to make a rampbridge would be tricky, because cliffwalkers ignore ramps more or less, so you'd have to make the bridge's appearance compensate for that.

You would just have to make the cliff unpathable on either side of the rampbridge (or have a trench), and then they'd path over the bridge as though it were a normal connecting chokepoint.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 03 2012 10:54 GMT
#68
Sigh.. Well, 1.5 completely broke this
Mapmaker of Frost, Fruitland and Bridgehead
Coppermantis
Profile Joined June 2012
United States845 Posts
August 04 2012 05:55 GMT
#69
Did it? How so?
Timetwister22
Profile Joined March 2011
United States538 Posts
August 04 2012 08:39 GMT
#70
This is still very well possible, just a little bit trickier. I'll update the OP with an updated step-by-step once I have time, but for now here is a set of images that should help you out when doing this post patch. http://imgur.com/L2OjI,cnhpw,atKnk,T3YJS

The issue of course being that you can't re-add the terrain tiles. Instead, you have to actually remove some, then use pathing paint or 1x1 pathing blockers to make the black areas unpathable. I actually did this on Odd-Eye previous to the patch, since it was easier to place doodads on the invisible ground that it was to raise them all to the exact height along an invisible cliff.
Former ESV Mapmaker | @Timetwister22
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