Author Topic: Terrain Experiment  (Read 2463 times)

as long as it's not too rough, very well

i made a terrain generator that uses this style and driving around on it worked fine
I can confirm this, those heightmaps I made of the slopes are super-fun to drive on

Not a fan of it. There's too many edges. If I look closely I can even see a checker pattern. I don't like when bricks are placed symmetrically like here. They got different heights, but they have the same positions.

Nicer flat-terrain could be done with less bricks.

Neat idea tho.

It does look pretty nice when it's smoother, though, and I'd like to see someone actually accurately measure the amount of bricks per 64x64 area, since each of these areas uses 258

Tried the path, guess it looks alright

That path looks pretty good

I was messing around and eventually I had a 2x64 by 3x64 area. I had a 12-width meandering road down it. It turns out that's really good for brickmobiles if there isn't too much twisting around or height change. I was able to easily stay on the road and if necessary I probably could have used it as a two-lane road.
Turismos and drifting turismos require a ton of space though.

Looks great for horse-travel! I like it.

Tried the path, guess it looks alright

alright what are you smoking this is basically the epitome of path design

try making the path wider and green as well; what i'm suggesting is that this style could be extremely good for creating "implied paths" instead of color- or border-defined paths.

alright what are you smoking this is basically the epitome of path design

try making the path wider and green as well; what i'm suggesting is that this style could be extremely good for creating "implied paths" instead of color- or border-defined paths.
Well, "implied paths" might be harder to notice if not done right.

I like it, I might use this sometime.

I'm going to use this in the next thing i make. It's pretty heavy on brickcount but i guess it could work.

I'm going to use this in the next thing i make. It's pretty heavy on brickcount but i guess it could work.
No it isn't. No it isn't, at all
This is probably the highest ratio of detail to brickcount that you can achieve with terrain
Unless you usually make your terrain with a bunch of flat ass baseplates, this is a tried and true method for building stuff that isn't complete stuff

I think it's pretty heavy on brickcount

I think it's pretty heavy on brickcount
Well, as compared to what? Like I said, it's the ratio that matters
For this style of cubescaping, you can assume 257 bricks used per square 64x plate (16 x 16 rows of 4x cubes, 1 zone brick). You get detail to a resolution of 4x cubes, which is pretty detailed. For traditional, "supported", cubescaping, to achieve the same 4x cube resolution you need more than that number, so that none of the bricks are floating

I mentioned the brickcount to detail ratio specifically, sure you could make terrain that uses less bricks but it would look worse.

I've got 8 64s done now, I'll continue work on this. If anyone ever wants the result I can give it to them.