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Old 07-29-2007   #1
 
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Talus_MaGeWyRm's Guide to Round Walls

Well unfortunately there was a problem with trying to respond, so lets see what happens if i start a new post(prepare yourself for massive text and images, this was done a while ago T_T)

Talus_MaGeWyRm's Dummy Guide to Simple Wall Doodading and Round Wall Doodading.

Walls for Dummies

Alright guys, its my first Tutorial so far, and the title says all, this Tutorial will go through the basic outreach of doodading with walls and how to do Round walls. The process is easy, but its the time spent perfecting it is the hard part and always long. I'm not going to lie, if you just place them down, but not go back and look at the wall from different angles, seeing if its perfect, then sometimes under a big eye will your problems be seen :rolleyes7:

Also, i will post a DL link for the sample map that i used this tutorial on, so you can take a look at it however you wish.


Lets get to it then


Part One: Starting the Map and Reaching the Desireable Terrain

Depending on what Map Editor you use, i will use WEU for this. First, you must create your map! Make sure that you choose the tileset you want, and most importantly,SET YOUR STARTING HEIGHT TO DEEP WATER, not cliff level!. This will make your life of making rivers easier!

Now, when your map is created, and you've made your terrain etc, and you've made your terrain for your base! Well i used a small 64x64 map, and this is the terrain i made for it:



Remember that you started in Deep Water, and i simply raised the ground until i could see it poking out of the water, then use Plateau to make the ground be even whereever you go with it. Then i raised to achieve those mountains and used the Ashenvale Rock to tile it.

This will be the base for my round walls. I intend to make it like a castle, sort of like Minas Tirith in a way if you get my drift. But this was only the easy part!

Part 2:Creating the Doodad in the Object Editor

Yep, your using the Object editor! Press F6 for its Hotkey if you can't find it. Now go to the Doodads Tab. And go to File-------->Create New Doodad. You can almost use any doodad as a base to change to your walls, but the simplest is the Torch. Here is a screenshot of what i just got up to:



Now Create your doodad!

Now, you must change several features of it. First,we have to change its Pathing Texture. While you can work around it, this way will be the Lazy Man's out. Set it to None by going to the unit dropdown list..It'll be the first choice.

Now we must change the Model to look like the Wall. The wall that is most used is the Dalaran/Cityscape walls, and the following screenshot will show how:



You must double click the model, go down to the Destructibles on the Drop Down List, then go all the way down to Stone Wall. One way to check is to do what i did, to have the main WEU window open, it shows what model you are trying to pick. Remember that its the Second of Three Stone Wall Variation 5!


Now, i changed the follow things in the end. I will explain all of them if not already below:



Minimum Scale/Maxiumum Scale: Its default is 2.00/0.8, but if you like to create really small walls or big walls you can change it however you like, i usually use 2.00/0.1, as i don't really do much bigger/smaller than that. But its up to your preference

Looping Sound: Its default is Torch Loop Sound, which sounds like a fireplace. Now do you want your base to sound like a Fire? Its prob unnoticeable, but i think if you mass 1000 walls, it'll be laggier without the sound :happy4:

Optional Stuff

Tinting If your looking for Dark walls, then tint it darker. I suggest lowering all colours, as 0/0/0 is pitch black! Tint however you like

Has a Shadow: Maps like TSA run 0 shadows on Units, but im not sure if 0 shadows on doodads reduce lag. Try it out!


Well, this is the end of Part 2, now we can actually create our walls!




Part Three: Placing the Doodad

Now, it all comes down to angles when Placing doodads. First, place your doodad and and double click it. Now, you will get a choice to change the Angle, and its XYZ Scale Factors. Im pretty sure X is length, Y width, and Z height(Correct me if im wrong).

Here is a display of 0,90,180,270,and 360 degree walls. Note, there is a difference between 0 and 180, its the fact that there are 2 sides to the wall. Just remember that when making smoother walls:



Now, for our case, i need to start around 135 for the top left side. Here is 135, and 315. As you can tell, you can have 2 of the same angle by finding 180 degrees away, you think if its a straight line it'll look the same. BUT, Walls ARE NOT STRAIGHT, therefore you can achieve a wall thats curved the wrong way, the following screenshot will show the difference:



Now from here on, i had to make my terrain a bit bigger, so don't worry!

Ok, onto the tutorial. Now, in order to make mass copies, press CTRL + C to copy and CTRL + V to paste. Paste a lot, now, you must change the individual angles of all. I like to use between 5-10 degree differences. In this tutorial, i use 10 because i made my walls bigger than i normally do. So after making the angles all different, line them up. Line them up so that the ends meet nicely! Here are some screenshots:



In order to line them up perfectly, you must look at it from differnet angles. In order to look at different angles, you must hold CTRL and move with your right click. You hold down the Right Click and move it. It'll move accordingly then. To move doodads up and down, you must do PAGE UP and PAGE DOWN. Notice in my screenshot that there perfect, it didn't start out that way because one of the walls was higher because i put it inside the mountain!

Now that the left side is done, time to to the Right side! I will start with 315, going down in angle in increments of 10. After a while, i get this:



There somewhat nicely lined up, almost perfect to meeting the ends at the same length. Oh well, you got your Round walls!



Now you must place Pathing blockers so that units cannot walk through. Press P for Pathing and see if there are any loopholes!

That my friends, is the end of this tutorial. There will be a Sequel to this, featuring walkable walls, then a suprise at the end of that!

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-Talus_MaGeWyRm.

Last edited by Kuramawhip; 12-11-2007 at 04:25 PM.
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Old 07-29-2007   #2
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

Nicely done.
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Old 07-29-2007   #3
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

eek, i think your website's image resize owned my pictures though . I guess you don't have the resized version where you can click it and it gives you the 100% do you.. =|
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Old 07-29-2007   #4
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

Try using thumbnail versions of the images. Like you said the images are resized so the loading won't be horrible.
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Old 07-29-2007   #5
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

Well they're external images so you can't.
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Old 07-31-2007   #6
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

Right click select properties copy the http text into your browser.
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Old 09-28-2007   #7
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

this tutorial looks strangely familliar:P
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Old 09-28-2007   #8
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

and why is that?


And now, directly from chip's signature...
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Old 09-28-2007   #9
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

Because it was cut and pasted from our forums (still my tut).
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Old 09-28-2007   #10
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

atleast I retyped my pathing one:P
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Old 11-04-2007   #11
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

hmm, welll lets see, normaly I aline doodads by selectiong them and holding ctrl+click and movign the mouse lsightly causing the doodads position to change angel wise.

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Old 11-06-2007   #12
 
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Re: Talus_MaGeWyRm's Guide to Round Walls

except that won't keep things eve, double click on them to change the variables/rotation.
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